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From Zero 2 Hero

One motorcycle taken from a client CAD file to a finished shot composited into a real photograph. 135 lessons across ... Show more
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135 Step-by-step lessons

Covering the full CG/VFX workflow, from a CAD file to the final composited frame.

16 Major Modules

One asset the whole way through, in the order a real production would do it.

11+ Hours of Pre-Recorded Videos

Packed with practical demonstrations and real production examples.

52 GB Project Files

Divided per module so you can start from any point in the course.

Intermediate to Advanced

Always updating material

Private Discord channel

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 curriculum

Module by module.

Every module is a self-contained step of the pipeline, with the project files to follow along.

01

How to work with CAD files

6 lessons
  • Intro
  • Showcase
  • MOI
  • Fusion360
  • 3DSMax
  • Maya
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02

Import CAD models into your DCC

5 lessons
  • Intro
  • Import from MOI
  • Import from Showcase
  • Import from Fusion 360
  • Import from 3DSMax
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03

Setup the scene

4 lessons
  • Overall look at the file
  • Hierarchy, group and naming convention
  • Check size and position of our asset
  • Final check before starting
Enroll to unlock
04

Autoremesh Vs Retopo

5 lessons
  • Intro to Modelling & Retopo
  • Maya Remesh and Retopo tool
  • Intro to QuadRemesher
  • Advanced QuadRemesher
  • Model the exaust the OldSchool way
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05

Modelling

16 lessons
  • Use the SkinWrap Modifier
  • Finish the Headlight
  • Final considerations
  • Plan the next steps
  • Try ZBrush AutoRetopo
  • Cleanup the geo
  • + 10 more
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06

Garment Modeling in Marvelous Designer

8 lessons
  • Intro to Marvelous Designer
  • Export the base model as Avatar
  • Trace your garment on the avatar
  • Finish the base garment
  • Add primary details
  • Add secondary details
  • + 2 more
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07

UVs

13 lessons
  • Intro to UVs
  • Plan ahead
  • Tri-Planar Projections
  • Stitch UVs
  • Things to avoid
  • Unfold 3D in Maya
  • + 7 more
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08

Lighting & Shading Foundations

9 lessons
  • Lighting and Shading 101
  • The On-Set Data Capture Kit
  • Why using a Turntable – Part 01
  • Why using a Turntable – Part 02
  • Use multiple HDRI
  • Polyheaven.com the best free resources website
  • + 3 more
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09

Intro to Shading in Maya

2 lessons
  • Basic Shader in Maya
  • Understand the shader parameters
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10

Intro to Substance Painter

10 lessons
  • What is Substance Painter
  • Your first project
  • Create your first material
  • Work with smart mask and generators
  • Polish your masks
  • Masks by objects
  • + 4 more
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11

Lookdev in Substance Painter

14 lessons
  • Prep the model in Maya
  • Import and check the model in SP
  • Bake the maps
  • Check and fix maps issues
  • Procedural textures with projections
  • Decal, stancil and painting
  • + 8 more
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12

Lookdev in Maya and Arnold

13 lessons
  • Intro to lookdev in Maya
  • Setup your scene
  • Curvature and Occlusion Shader
  • The sampler info node
  • The round corner node
  • Mix the bump and the round corner node
  • + 7 more
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13

Create a custom HDRI

7 lessons
  • What is an HDRI
  • How to shoot an HDRI
  • The tools you need
  • Creating the HDRI in Photoshop
  • Clean-up the HDRI
  • Grade the HDRI
  • + 1 more
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14

Scan your location

5 lessons
  • Intro to photogrammetry
  • Hot to use 3DF Zephyr
  • Allign your scan
  • Setup the correct scale
  • Export your scan
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15

Lighting & Rendering

7 lessons
  • Prep the scene for rendering
  • Create Render Layers
  • Config the Lecagy Render Layers in Maya
  • Render Layers Overrides
  • Intro to AOVs
  • Create Custom AOVs
  • + 1 more
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16

Compositing

11 lessons
  • Intro to the Nuke Project
  • Start the Comp and clean the backplate
  • Use the shadow pass
  • Working on the beauty pass
  • Use Nuke 3D Tools
  • How to better integrate your beauty on the plate
  • + 5 more
Enroll to unlock
Check the full course details

What makes this course different

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:

  • One asset, start to finish. Every one of the 135 lessons is the same motorcycle. You are never asked to imagine how the modelling chapter connects to the lookdev chapter, because it is the file you are already holding.
  • It starts where real jobs start, at a CAD file. The first two modules cover MOI, Fusion 360, Autodesk Showcase and 3ds Max, and getting engineering data into a DCC without it falling apart. That is the actual front door of automotive, product and commercial work, and it is the step most courses skip by handing you a clean mesh.
  • You capture your own lighting data. Module 13 shoots and builds a custom HDRI, including the on-set data capture kit and the grading. Module 14 scans the location with 3DF Zephyr and sets the correct scale. You end up lighting the bike with the same light that was in the room.
  • Colour management is taught before it can hurt you. Linear workflow, gamma correction, ACEScg and OCIO all land in module 8, before a single texture is painted. This is the thing that silently ruins renders for years, and it is covered as a foundation rather than an appendix.
  • The pipeline is compared, not preached. Retopology is shown five ways, Maya remesh, QuadRemesher, ZBrush AutoRetopo, Topogun and by hand, and the trade-offs are stated. You learn to choose, not to follow.

What you will actually build

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.

The tools, and why each one is there

Sixteen applications appear in this course, each used for the job it is genuinely best at rather than out of habit:

  • CAD and ingest: MOI, Fusion 360, Autodesk Showcase, 3ds Max
  • Modelling and retopology: Maya, ZBrush, QuadRemesher, Topogun
  • Cloth: Marvelous Designer
  • UVs: UVLayout, Unfold 3D in Maya
  • Texturing and lookdev: Substance Painter, Photoshop, Arnold
  • On-set and scanning: 3DF Zephyr, HDRI photography
  • Compositing: Nuke

The 16 modules

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.

Who this is for

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.

What you need

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.

Project files

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.

Included with the course

  • Lifetime access, including every update to the material
  • A private Discord channel for questions
  • All 135 lessons and the full 52 GB of project files

Topics covered

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

Enroll today to get the best pricing.

All future course updates included, free, forever.

$500 $150
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Lifetime access · Project files included · Certificate on completion · Private Discord

What is from ZERO to HERO?
From Zero to Hero is a complete CG and VFX pipeline course that teaches you the entire process used in real productions.nYou learn modeling, sculpting, texturing, shading, lighting, rendering and compositing in a single, structured workflow designed by a VFX Supervisor.nnIt is the foundation every CG generalist should have, but most never learn properly.
Why is this course so well-known?
Because it is based on the original “CG 2 Real” tutorial, selected among the top eight tutorials of the year by ArtStation for Film and TV Artists.nIt became popular because it was the first tutorial that explained the whole CG workflow clearly, without hiding mistakes or skipping steps.nnThis new version takes that award winning approach and expands it into a complete training program.
What’s new in this updated version?
Everything.nThis edition includes new tools, updated workflows, improved explanations, corrected techniques, better examples, and a fully structured learning path.nIt is no longer a tutorial, it is a complete course with modules, assets and production ready training.
What will I learn step by step?
You will learn the full CG and VFX workflow used in real studios:nn• Modeling and sculptingn• Cloth generation with Marvelous Designern• UV layout and texturingn• Lookdev and shading for photoreal resultsn• Lighting inside Maya and Arnoldn• Rendering clean and efficient passesn• Compositing the final shot in Nuken• Presentation and portfolio ready outputnnYou finish with a complete project from start to final render.
What software do I need?
You will need Maya or a similar DCC, ZBrush, Substance Painter, Marvelous Designer, Arnold or any PBR renderer, and a compositing tool such as Nuke.nnAll software requirements are clearly listed inside the course.
Can I use Blender or another DCC instead of Maya?
Yes, you can follow many parts of the course with Blender or another DCC, especially modeling, UVs, shading philosophy and lighting concepts.nThe techniques are universal, but the interface and tools differ.nnIf your goal is to work in film or advertising, Maya remains the industry standard.
What level of experience is required?
What level of experience is required?nnYou only need basic familiarity with 3D.nBeginners will build solid foundations, and intermediate artists will fix bad habits, learn real production logic and gain clarity on the full workflow.nnIf you feel lost between random tutorials, this course is built for you.
Is this course live or pre-recorded?
The course is fully pre recorded and self paced.nYou can study anytime, anywhere and repeat lessons as needed.
Will I get project files and assets?
Yes.nMore than fifty gigabytes of project files are included, models, textures, scenes and example setups, divided by module for easy follow along.
Does the course will include updates?
Yes.nZero 2 Hero receives continuous updates as tools evolve or new techniques become relevant.nAll future updates are free once you enroll.
Will I get a certificate?
Yes.nYou receive a digital Certificate of Completion once you finish all lessons and quizzes.nIt is ideal for your LinkedIn profile or portfolio.
How does this course help my career?
You learn the actual workflows used in studios, the logic behind production decisions and how to present work supervisors expect to see.nThis gives you:nn• Stronger portfolio piecesn• A clearer understanding of the pipelinen• Faster and cleaner workflowsn• More confidence in professional environmentsnnThis is the kind of knowledge that helps juniors become employable and intermediates become reliable.
Can I contact the instructor?
Yes.nAll students join the private channel inside the PXLmentor Discord community, where Cristian answers questions and offers guidance.nThis is not a “buy and forget” course, you have real support.
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Certificate included
Course details
Duration 8 Weeks
Lectures 135
Video 11+ HRs
Level Intermediate to Advanced
Basic info
  • Software used: Maya, ZBrush, Marvelous Designer, Substance Painter, Arnold and Nuke
  • Skill level: Intermediate to Advanced
  • Course type: Pre recorded and self paced
  • Instructor: Cristian Spagnuolo, VFX and CG Supervisor
  • Community: Private student channels inside the PXLmentor Discord → https://discord.com/invite/Jka3SGdmRq

Learn with the tools used in real productions:.

Course requirements
  • Basic understanding of modelling, texturing and rendering
  • Familiarity with node based compositingInstalled software:
  • Maya or equivalent, Substance Painter, a PBRrenderer such as Arnold, and a compositing tool like Nuke
  • A workstation capable of rendering and compositing medium complexity scenes

You only need basic CG knowledge and the software listed above, everything else is taught step by step.

Intended audience

This course is designed for:

  • CG generalists and VFX artists who want to understand the full production pipeline
  • Students transitioning into real-world workflows
  • Artists aiming for photoreal results and strong portfolio pieces
  • Freelancers wanting efficient and reliable workflows

For anyone tired of random tutorials and finally ready to learn the real VFX workflow.