an early stage Building Information Modeller
for the rest of us, mere mortal architects
a little bit goes a lot further
The Cubebrush Discord is active, allowing you to get peer feedback.
Enter , former Lead Character Artist at Blizzard Entertainment (working on World of Warcraft and Diablo 3 ), now a full-time art educator. His flagship program, the Cubebrush Art School Term 1 , has become one of the most talked-about foundational courses in the industry. But with so many hyped courses online, you are likely searching for a verified review: Does this course live up to the reputation? Is it worth the investment? And crucially, why is "Term 1" specifically so important?
What is your (e.g., absolute beginner, hobbyist)?
Each module includes:
Who might want something else
If you want to know more about the program or if you are preparing your portfolio, tell me: What do you use?
What is your right now? (e.g., shaky lines, stiff poses, or flat perspective)
Marc Brunet is a former senior artist at Blizzard Entertainment with over 17 years of experience. He designed this program to mirror a traditional art school curriculum—but tailored specifically for digital art—at a fraction of the cost.
: Four primary lessons totaling over 8 hours of instruction. Study Schedule
Custom brushes, layered PSD files, and high-resolution templates that are often missing from unofficial sources.
While the principles apply to any software (Procreate, Krita, Clip Studio Paint), the technical demos are mostly done in Photoshop. Final Verdict
is the entry point. It is designed for the absolute beginner who wants to go from zero to competent, as well as the intermediate artist who has gaps in their fundamentals.
Term 1 is not about creating masterpieces right away. Instead, it aims to rewire how you look at the world and your digital canvas. It strips away complex styling to focus on mechanical accuracy and software mastery. Module 1: Nude Figure Drawing
When designing, we need to be in touch with the various spaces we use. After all, we are not termites -- who live inside built matter of the walls. An architect is quite interested in knowing how the spaces are inter-related, and whether they
would work for our users. The walls come as a bye-product of having made these spaces.
TAD respects such an approach. That is why it is very easy to start designing directly in TAD itself. It is like having a scratch pad handy.
But if you think this is just a bubble diagramming too ... well, it is not. You can even create the entire model; including the built matter that is present in the building.
What it does NOT do is drafting. For that, you can easily export from TAD and use the regular CAD software that you were using earlier.
The adjoining photo shows the internal stack through the tiny row-house.
The west wall has a bit of glass blocks. It not just lights up the space
but it drives the air inside the stack. This is a intricate vertical space
that goes through the row house to provide ventilation -- all modelled
inside TAD
TAD helps you iteratively design. Like a potter at work. At any point in time, you can extract objective information such as areas, distances and so on. What is the point of designing a building only to realize at the final stages that some
mathematical criteria was not right?
This capability of querying into the design is very powerful. TAD has a built in language called "ARDELA" (ARchitectural DEsign LAnguage) That can be used to create add-ons to provide additional querying functionality. These add-ons probe into
your model and provide you answers.
We would be releasing a marketplace for these probes -- and also a simple way for you to write your own probes too
The adjoining photo, a small gazebo kind of space was carved out on the
terrace on one part of the split-level in the rowhouse. An ARDELA area
add-on (probe) did all the calculations. We were then confident that we
can get that semi-enclosed space, without it being counted by the municipality
(in India, these area calculations are known as FSI calculations)
Over 3 million of actual built projects done over last 30 years. (From the office that created TAD) Scores of unbuilt ones
Nerul, Navi Mumbai, India
Nerul, Navi Mumbai, India
Nerul, Navi Mumbai
The Cubebrush Discord is active, allowing you to get peer feedback.
Enter , former Lead Character Artist at Blizzard Entertainment (working on World of Warcraft and Diablo 3 ), now a full-time art educator. His flagship program, the Cubebrush Art School Term 1 , has become one of the most talked-about foundational courses in the industry. But with so many hyped courses online, you are likely searching for a verified review: Does this course live up to the reputation? Is it worth the investment? And crucially, why is "Term 1" specifically so important?
What is your (e.g., absolute beginner, hobbyist)?
Each module includes:
Who might want something else
If you want to know more about the program or if you are preparing your portfolio, tell me: What do you use?
What is your right now? (e.g., shaky lines, stiff poses, or flat perspective)
Marc Brunet is a former senior artist at Blizzard Entertainment with over 17 years of experience. He designed this program to mirror a traditional art school curriculum—but tailored specifically for digital art—at a fraction of the cost.
: Four primary lessons totaling over 8 hours of instruction. Study Schedule
Custom brushes, layered PSD files, and high-resolution templates that are often missing from unofficial sources.
While the principles apply to any software (Procreate, Krita, Clip Studio Paint), the technical demos are mostly done in Photoshop. Final Verdict
is the entry point. It is designed for the absolute beginner who wants to go from zero to competent, as well as the intermediate artist who has gaps in their fundamentals.
Term 1 is not about creating masterpieces right away. Instead, it aims to rewire how you look at the world and your digital canvas. It strips away complex styling to focus on mechanical accuracy and software mastery. Module 1: Nude Figure Drawing
For far too long, we architects have not asked ourselves how we may do a better job in this world. Instead we just relied on some outside expertise and hand-me-downs. Let us rise and think for ourselves.
Gate & Gallery. All rights reserved. © 2026 cubebrush art school term 1 by marc brunet verified