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3D Modeling and Animation Course
From 4 to 360h of flexible workload

3D Modeling and Animation Course

Master every stage of the 3D pipeline — from modelling and rigging to animation and rendering. This course gives you the hands-on skills studios and clients actually hire for. Build a professional portfolio that proves you can deliver production-ready work.

What you will learn:

You will learn how to model hard-surface props and organic characters using industry-standard polygon and sculpting techniques. From there, you will rig and skin characters for animation, unwrap UVs, and build physically based materials that hold up under any lighting condition. You will animate performances using the 12 principles of animation and refine motion in the graph editor. The course also covers lighting setups, render engine optimisation, physics simulations, and camera cinematography. By the end, you will have a complete demo reel and a polished portfolio ready to show studios and clients.

How you study in practice 3D Modeling and Animation Course

How you practise 3D Modeling and Animation Course

For companies looking to train their teams

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Course content

8 Chapters40 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of 3D Space and Interface

  • Lesson 1 • Understanding 3D Coordinate Systems

    Covers X, Y, Z axes, world vs. local space, and unit scale. Anchors all subsequent modelling and animation work to spatial logic.

  • Lesson 2 • Object Types and Scene Hierarchy

    Differentiates meshes, lights, cameras, and empties. Teaches scene organisation as a prerequisite for complex multi-object projects.

  • Lesson 3 • Rendering Basics and Viewport Shading

    Introduces solid, material preview, and rendered viewport modes. Gives students immediate visual feedback to evaluate their work throughout training.

  • Lesson 4 • Basic Transformations and Snapping

    Covers translate, rotate, and scale operations with precision input. Precision transforms are foundational to clean, production-ready geometry.

  • Lesson 5 • Navigating the Software Interface

    Introduces viewport controls, panel layouts, and hotkey workflows. Builds the operational speed needed for efficient 3D production.

Chapter 2See details

Polygon Modelling Fundamentals

  • Lesson 1 • Edit Mode and Mesh Components

    Introduces vertex, edge, and face selection modes and their manipulation. Establishes the component-level control required for all polygon modelling tasks.

  • Lesson 2 • Modifiers for Non-Destructive Modelling

    Introduces subdivision surface, mirror, and solidify modifiers. Non-destructive workflows preserve flexibility and accelerate iterative design.

  • Lesson 3 • Topology Principles and Edge Flow

    Teaches quad-dominant topology, edge loops, and poles. Good topology prevents deformation artefacts and is mandatory for animation-ready assets.

  • Lesson 4 • Core Modelling Tools

    Covers extrude, inset, bevel, loop cut, and knife tools. These operations form the primary vocabulary of polygon-based 3D modelling.

  • Lesson 5 • Modelling a Complete Hard-Surface Asset

    Applies all polygon tools to build a finished prop from blockout to detail pass. Consolidates chapter skills into a single production-quality deliverable.

Chapter 3See details

Organic and Sculpting Techniques

  • Lesson 1 • Retopology for Production Meshes

    Covers manual retopology tools and shrinkwrap-based workflows. Converts high-poly sculpts into animation-ready low-poly meshes with clean edge flow.

  • Lesson 2 • Sculpting Primary and Secondary Forms

    Teaches form hierarchy from large masses to fine surface detail. Structured form-building prevents overworked surfaces and maintains readable silhouettes.

  • Lesson 3 • Sculpting Mode and Brush Fundamentals

    Covers brush types, strength, radius, and symmetry settings. Establishes tactile control over mesh surface before complex sculpting workflows begin.

  • Lesson 4 • Multires Sculpting and Detail Baking

    Uses multiresolution modifier to sculpt detail across subdivision levels. Baking transfers high-res detail to normal maps for real-time use.

  • Lesson 5 • Dynamic Topology and Remeshing

    Introduces dyntopo and voxel remesh for adaptive mesh resolution. Enables sculptors to add detail freely without pre-planning polygon density.

Chapter 4See details

UV Unwrapping and Texturing

  • Lesson 1 • UV Mapping Concepts and Seam Placement

    Explains UV space, texel density, and strategic seam placement. Proper seams minimise distortion and hide splits in low-visibility areas.

  • Lesson 2 • Unwrapping Methods and UV Editor

    Covers smart UV project, angle-based unwrap, and manual packing. Efficient UV layouts maximise texture resolution across the asset surface.

  • Lesson 3 • PBR Material Workflows

    Assembles physically based materials using albedo, roughness, metallic, and normal maps. PBR ensures consistent appearance across different lighting environments.

  • Lesson 4 • Procedural Texturing with Node Shaders

    Builds material networks using noise, gradient, and texture coordinate nodes. Procedural textures are resolution-independent and fully non-destructive.

  • Lesson 5 • Texture Painting and Image-Based Textures

    Introduces in-software texture painting and external image import workflows. Combines hand-painted detail with photographic reference for realistic surfaces.

Chapter 5See details

Lighting, Shading, and Rendering

  • Lesson 1 • Light Types and Placement Principles

    Covers point, spot, area, and sun lights with three-point lighting logic. Strategic placement defines mood, depth, and material readability in final renders.

  • Lesson 2 • HDRI and Environment Lighting

    Uses high-dynamic-range images to simulate real-world ambient illumination. HDRI lighting provides accurate reflections and natural fill light for product renders.

  • Lesson 3 • Advanced Shader Networks

    Builds complex materials including glass, subsurface scattering, and anisotropic shaders. Advanced shaders replicate real-world material behaviour for photorealistic output.

  • Lesson 4 • Compositing and Post-Processing

    Uses render passes and compositor nodes for colour grading and effects. Post-processing elevates raw renders to broadcast and portfolio presentation standards.

  • Lesson 5 • Render Engine Settings and Optimisation

    Configures samples, denoising, and light paths for quality-speed balance. Optimised settings reduce render time without sacrificing final image fidelity.

Chapter 6See details

Rigging and Character Setup

  • Lesson 1 • Inverse Kinematics and Constraints

    Sets up IK chains and bone constraints for animator-friendly controls. IK dramatically reduces keyframe count and simplifies limb animation for production.

  • Lesson 2 • Skinning and Weight Painting

    Covers automatic weights and manual weight painting for precise deformation. Accurate weights prevent mesh pinching and collapsing during character movement.

  • Lesson 3 • Shape Keys and Facial Rigging

    Uses shape keys for blend-based facial expressions driven by rig controls. Facial rigs enable lip sync, emotion, and corrective shape workflows in animation.

  • Lesson 4 • Control Rig and Custom Shapes

    Creates animator-facing control bones with custom widget shapes and bone groups. A clean control rig separates deformation bones from animator interaction layers.

  • Lesson 5 • Armature Basics and Bone Hierarchy

    Introduces bone creation, naming conventions, and parent-child chains. Correct hierarchy is the structural foundation every rig depends on for predictable deformation.

Chapter 7See details

Keyframe Animation and Motion Principles

  • Lesson 1 • Walk Cycles and Locomotion

    Builds a looping bipedal walk cycle using contact, down, pass, and up poses. Walk cycles are the benchmark animation test for rig quality and animator skill.

  • Lesson 2 • Graph Editor and Curve Editing

    Manipulates F-curves to control easing, timing, and motion rhythm. Curve editing is where animation transitions from mechanical to expressive and believable.

  • Lesson 3 • Timeline and Keyframe Fundamentals

    Covers inserting, moving, and deleting keyframes across the timeline. Keyframe management is the operational core of every animation workflow in production.

  • Lesson 4 • Applying the 12 Animation Principles

    Implements squash-stretch, anticipation, follow-through, and secondary motion. These principles transform technically correct keyframes into emotionally resonant performances.

  • Lesson 5 • Acting and Performance Animation

    Animates a short character performance conveying emotion through body language. Performance animation integrates all principles into a cohesive, story-driven shot.

Chapter 8See details

Advanced Animation and Production Pipeline

  • Lesson 1 • Final Sequence Rendering and Delivery

    Renders a multi-shot sequence with consistent settings and compiles final output. Delivery-ready exports meet format, resolution, and frame-rate specifications for client handoff.

  • Lesson 2 • Camera Animation and Cinematography

    Animates camera moves using paths, constraints, and cinematic framing rules. Camera work transforms a scene from a technical exercise into a directed visual story.

  • Lesson 3 • Physics Simulations and Dynamics

    Configures rigid body, cloth, and particle simulations for automated motion. Simulations add physical realism that would be impractical to keyframe manually.

  • Lesson 4 • Scene Assembly and Asset Management

    Links and appends assets across files using library override workflows. Structured asset management prevents duplication and enables team-based production scaling.

  • Lesson 5 • Non-Linear Animation Editor

    Uses the NLA editor to blend, layer, and reuse animation actions. NLA workflows enable modular animation libraries and efficient character action management.

Certification
Certification

Your valid completion certificate

This course is for you:

  • Aspiring 3D artists: ready to turn creative ambition into a real career.

  • Graphic designers: wanting to expand their skill set into three-dimensional work.

  • Game enthusiasts: dreaming of building the characters and worlds they love playing.

  • Career changers: leaving unrelated fields to break into the animation industry.

  • Illustration students: looking to bring their characters to life through 3D animation.

  • Freelancers: seeking to offer clients high-demand 3D modelling and animation services.

What our students say

Feedback from those who have already studied with us:

Your lessons are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of interest without needing to change platforms... I'm grateful for everything you do, I've already recommended you to other people...
Giulio Carlo
Giulio CarloDigital Marketing Student
I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the way videos are presented and transcribed, which speeds up the process!
Luciana Alvarenga
Luciana AlvarengaNail Design Student
The platform is fast, simple to use. The diversity of content and complementary videos really help with learning.
André Felipe
André FelipePrompt Engineering Student

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