Zylmextron

Built by Game Artists, For Game Artists

We don't just teach 3D modeling. We've spent years in production pipelines, crunch deadlines, and asset iterations. Every course comes from real studio experience.

12+ Years Combined
40+ Shipped Titles
8 Engine Types

Industry Background That Actually Matters

When you're learning character rigging at 2 AM before a portfolio deadline, you need instructors who've been there. Not just theoretically, but literally — staying late to fix weight painting issues or optimizing poly counts for mobile builds.

Our teaching approach comes from one simple truth: we remember what confused us when we started. Those moments where documentation made no sense, or a tutorial skipped the exact step you needed. So we don't skip steps.

Every module gets built around common stumbling blocks. The kind of problems that cost us hours in our first studio jobs. You'll get the context that turns "just do this" into actual understanding.

Hard Surface Modeling Organic Sculpting Game-Ready Topology PBR Texturing Technical Art Pipeline Tools
Professional 3D modeling workspace showing real game asset development

Meet Your Lead Instructor

Teaching quality depends entirely on who's in front of the screen. Here's someone who's actually shipped games you might have played.

Amira Soliman, Senior 3D Artist and Lead Instructor

Amira Soliman

Senior 3D Artist & Lead Instructor

Started as an environment artist in 2018, moved into character work, then spent three years doing technical art for mobile titles. Now teaching what actually works.

Core Focus Areas

  • Game asset optimization workflows
  • Character modeling fundamentals
  • UV mapping techniques
  • Substance Painter integration
  • Portfolio development strategy
Advanced character modeling project showing professional game asset workflow

Real Production Training

In February 2025, we're launching a six-month intensive that mirrors actual studio production schedules. You'll work through full asset pipelines — from concept blocking to final engine integration.

The goal isn't perfection on day one. It's understanding why decisions matter. Why an extra edge loop breaks deformation. Why UV seams belong in specific places. The technical reasoning behind good modeling.

Blender & Maya Substance Suite Unreal & Unity Portfolio Focus