How to work with CAD files
6 lessons- Intro
- Showcase
- MOI
- Fusion360
- 3DSMax
- Maya
Covering the full CG/VFX workflow, from a CAD file to the final composited frame.
One asset the whole way through, in the order a real production would do it.
Packed with practical demonstrations and real production examples.
Divided per module so you can start from any point in the course.
One motorcycle, from the CAD file a client sends you to a finished shot composited onto a photograph of a real street. 135 lessons, 16 modules, 11 hours, and it is the same asset the whole way through. Nothing restarts, nothing is a toy example, and nothing is quietly skipped between the file arriving and the frame being delivered.
Why this one is different. Most courses hand you a downloaded HDRI and a grey background. This one goes on location: you shoot your own HDRI, record the on-set data, photogrammetry-scan the place, and then put the bike into that real plate in Nuke. That last stretch, where CG has to survive contact with a photograph, is the part almost nobody teaches and the part that separates a nice render from a shot that holds up.
Based on the ArtStation award-winning “CG 2 Real” tutorial, rebuilt and expanded into a structured course. Full breakdown in the details below.
The toolset








The curriculum
Every module is a self-contained step of the pipeline, with the project files to follow along.
There is no shortage of tutorials for any single one of these topics. What is genuinely hard to find is all of them applied to the same object, in the right order, by someone who has had to deliver the result. Five things set this apart:
A production-ready motorcycle, retopologised from CAD, with a garment built in Marvelous Designer, UVs laid out properly, textures authored in Substance Painter, shaders built in Maya and Arnold, rendered in layers with custom AOVs, and composited into a real photographic plate in Nuke with shadows, lens effects and depth of field. That final frame is the portfolio piece.
Sixteen applications appear in this course, each used for the job it is genuinely best at rather than out of habit:
Getting the asset in (modules 1 to 3, 15 lessons). Working with CAD files, importing into your DCC from four different sources, then scene setup: hierarchy, naming convention, checking size and position, and a final check before anything else begins.
Building it (modules 4 to 7, 42 lessons). Autoremesh versus retopology compared honestly, then modelling proper: skin wrap, lattice and blendShape modifiers, quad modelling, screws and bolts, and a speed-up session. Garment modelling in Marvelous Designer from avatar export to a quad mesh finalised in Maya. Then thirteen lessons on UVs, tri-planar projections, seams, unfolding, layout, and copying UVs across multiple objects.
Making it look right (modules 8 to 12, 48 lessons). Lighting and shading foundations including turntables, multiple HDRIs, linear workflow, gamma, ACEScg and OCIO. Shaders in Maya and what every parameter does. Substance Painter from first project to smart masks, anchor points and normal detail. Then lookdev in earnest: baking and fixing maps, procedural textures, decals and stencils, leather, stitching, welding, and layered shaders in Maya and Arnold using curvature, occlusion, sampler info and round corner nodes.
Shooting, rendering and finishing (modules 13 to 16, 30 lessons). Build a custom HDRI from scratch, photogrammetry-scan the location, then prepare the scene for rendering with render layers, overrides, and custom AOVs. Finally eleven lessons in Nuke: cleaning the backplate, shadow and beauty passes, 3D tools, integration, wireframe passes, lens effects, depth of field and the final grade.
Artists who can already model and render something, and who keep hitting the same wall: the render looks fine on its own and falls apart the moment it has to sit in a real photograph. It is marked intermediate to advanced because it assumes you know your way around a viewport, not because the explanations are thin. If you are starting from nothing, the free courses on this site are the better first step.
It is also for anyone moving toward automotive, product or commercial work, where the job begins with a client CAD file and ends with an integrated plate, and where nobody is going to hand you a clean mesh.
Maya and Arnold are the spine of the course. Nuke, Substance Painter, ZBrush, Marvelous Designer, UVLayout, Topogun and 3DF Zephyr appear in their own modules, and most have a free, trial or non-commercial version that is enough to follow along. A camera and a tripod if you want to shoot your own HDRI and scan your own location, though the captured data is provided so you can do those modules without leaving the desk.
52 GB of project files, divided per module, so you can start from any point rather than being locked out because one earlier step did not go your way.
CAD to render pipeline, hard surface modelling in Maya, retopology with QuadRemesher and Topogun, garment modelling in Marvelous Designer, UV unwrapping with UVLayout and Unfold 3D, texturing in Substance Painter, lookdev in Maya and Arnold, custom HDRI photography, on-set data capture, photogrammetry with 3DF Zephyr, linear workflow, gamma correction, ACEScg and OCIO colour management, Maya render layers and custom AOVs, and CG integration and compositing in Nuke.
Course pricing
All future course updates included, free, forever.
Lifetime access · Project files included · Certificate on completion · Private Discord