OM3D Vault
Real mentorship sessions and lectures, cut into short clips. You watch me open a mentee's actual file, figure out what's off and talk through the fix. New clips go up every month.
Join the VaultStart with these three, free
Big thanks to Lukas and Jack for letting me share their sessions.
Car Modeling: Topology Critique and the Hip Bump
With Lukas Allenbaugh (ArtStation)
Unreal Cinematic Cameras: Scale, Thirds and Focal Length
With Jack (his finished render)
Fill, Rim and Color Temperature
Lessons from film, from a lighting lecture
Things mentees asked me
- "I just find the blockout to be incredibly boring."
- "What is UV padding? I couldn't find a good answer online."
- "I spent too much time cleaning up the high poly, making sure it's all quad based."
- "It's actually kind of hard to decide what I want to model."
Every one of these gets worked through in the Vault, with the reasoning behind it.
"Clean quad based topology does not matter for your low polys. What matters is the silhouette."
What's inside
15 Clips at Launch
Mentorship sessions and lecture clips, each one on a single topic, from modeling and UVs to lighting
New Clips Every Month
There's a big backlog of mentorship sessions and lectures being cut down, so new clips keep coming
Files and Store Products
Project and source files, modeling captures and scripts, plus everything I sell on Patreon, ArtStation, Sketchfab and Gumroad
A few of the downloads
Datsun 240Z Resto Mod
The full SubD car model with a detailed interior, UVs and opening doors. Maya, Blender, FBX and OBJ files.
AGL Long Colt Revolver
A game-ready low poly and a SubD high poly, with the Blender scene, Substance Painter file and 4K PBR textures.
Mandalorian Helmet Capture
Three hours of real-time capture modeling the helmet in Maya. The workflow carries over to any software.
Who it's for
These are recordings of real sessions, not scripted tutorials. You'll hear mentees ask questions, and some clips start mid-conversation. That's kind of the point. You get to see how a problem actually gets worked out.
- You know the basics and want to see how decisions get made on real projects
- You're stuck on something specific, like topology, baking or lighting, and want to watch it get solved
It isn't a step-by-step course. If you want a structured path from the start, the Modeling and Topology Masterclass and the Game Art Program are built for that.
"Don't be too scared to just remodel it sometimes. It'll actually go faster the second time."
The 15 launch clips
Mostly Blender, Maya with Arnold and Unreal Engine, with some Substance Painter. They cover modeling, topology, UVs, baking, texture planning, lighting, cameras and color grading.
Free previews
- Car Modeling: Topology Critique and the Hip Bump
- Unreal Cinematic Cameras: Scale, Thirds and Focal Length
- Fill, Rim and Color Temperature: Lessons From Film
Portfolio and Prop Foundations
- From Concept to Spec: Breaking Down a Prop and Poly Budget
- Picking Your Next Portfolio Prop and Finding Real Reference
Hard Surface, UVs and Baking
- Blockout First: High Poly Critique of an Espresso Machine
- High Poly vs Low Poly: When to Keep or Cut Bevels
- Low Poly Cleanup, Seams and Straight UVs
- Texel Density, Mip Maps and Planning Texture Sets
- Stop Pixel Peeping Your Bakes: UV Tools and Padding
Texturing
- Texture Sets, Decals and Telling a Story With Wear
Car Modeling
- Car Modeling: Reference Setup and Camera Matching
- Car Modeling: SubD vs Game Mid Poly and Picking a Car
Lighting and Cinematics
- Unreal Lighting Foundations: Exposure, HDRI and Fog
- Unreal Depth of Field, Negative Fill and Color Grading
"The purpose of our fill light isn't to fill in the darkness. It's to lift up the darkness."
Pricing
$4.99 a month for your first 3 months if you join by December 31, 2026. After that it's $9.99 a month. Cancel anytime.
Join the Vault
About me
I'm Aunmar, a Solutions Architect at Epic Games and a 3D educator with 15 years of teaching experience. OM3D is where I teach the modeling, topology, and game art fundamentals that carry across any software or industry, not just button pushing.