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3D Computer Graphics Training
From 4 to 360h of flexible workload

3D Computer Graphics Training

Go from zero to a complete 3D production pipeline with hands-on training in modelling, rigging, animation, shading, and rendering. This course covers everything working 3D artists actually use — no fluff, no gaps. Build real portfolio pieces while mastering the tools and techniques studios expect.

What you will learn:

You will build a rock-solid foundation in 3D space, coordinate systems, and the graphics pipeline before moving into polygon modelling, subdivision surfaces, and mesh cleanup. From there, you will tackle UV unwrapping, PBR materials, and shader node graphs to create physically accurate surfaces. You will rig characters with IK systems, paint skin weights, and animate using the 12 principles of animation. Lighting, global illumination, and render engine configuration will give your scenes professional-grade visual quality. Advanced topics include procedural geometry nodes, sculpting, retopology, simulations, and VFX compositing. Every skill builds towards a complete, portfolio-ready 3D project.

How you study in practice 3D Computer Graphics Training

How you practise 3D Computer Graphics Training

For companies looking to train their teams

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Course content

8 Chapters42 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of 3D Graphics

  • Lesson 1 • Vectors and Transformations

    Covers vector maths, dot/cross products, and matrix transforms. Provides the algebraic backbone for object movement, rotation, and scaling.

  • Lesson 2 • Geometry Primitives and Topology

    Defines points, edges, faces, and mesh topology. Students understand how geometry is stored and manipulated in 3D software.

  • Lesson 3 • The Real-Time Graphics Pipeline

    Traces geometry from CPU to screen through vertex, rasterisation, and fragment stages. Demystifies how 3D data becomes 2D pixels.

  • Lesson 4 • 3D Coordinate Systems and Space

    Introduces Cartesian, cylindrical, and spherical coordinate systems in 3D. Anchors spatial reasoning needed for every subsequent modelling and rendering task.

  • Lesson 5 • Cameras, Projections, and Viewports

    Explains perspective vs. orthographic projection and viewport configuration. Connects mathematical projection to practical camera setup in 3D tools.

Chapter 2See details

3D Modelling Fundamentals

  • Lesson 1 • Subdivision Surface Modelling

    Introduces subdivision workflows for smooth, organic shapes with controlled edge loops. Connects low-poly cage design to high-resolution output.

  • Lesson 2 • Mesh Cleanup and Optimisation

    Identifies and fixes non-manifold geometry, poles, and unnecessary edge loops. Ensures meshes are pipeline-ready for rigging, UV, and rendering.

  • Lesson 3 • Modelling from Reference

    Establishes workflows for image planes, blueprints, and proportion matching. Produces accurate models aligned to real-world or concept references.

  • Lesson 4 • Modelling Software Interface Mastery

    Orients students to viewport navigation, tool panels, and hotkeys in a 3D DCC application. Reduces friction so creative focus stays on modelling decisions.

  • Lesson 5 • Polygon Modelling Techniques

    Covers extrude, loop cut, bevel, and inset operations for direct mesh editing. Students sculpt precise forms with full topological control.

  • Lesson 6 • Primitive-Based Modelling

    Teaches construction of complex forms from basic primitives using Boolean and modifier operations. Builds intuition for form decomposition.

Chapter 3See details

Materials, Shading, and Texturing

  • Lesson 1 • Shader Node Graphs

    Builds materials using node-based shader editors with BSDF and utility nodes. Node fluency enables complex, layered material creation.

  • Lesson 2 • Physically Based Rendering Theory

    Explains energy conservation, microfacet theory, and the metallic/roughness workflow. Provides the physical foundation for all material decisions.

  • Lesson 3 • Texture Painting and Authoring

    Covers hand-painting and procedural texture creation in dedicated texturing software. Produces unique, asset-specific surface detail.

  • Lesson 4 • Texture Map Types and Roles

    Defines albedo, normal, roughness, metallic, AO, and emissive maps and their pipeline roles. Students know which maps to create and how they interact.

  • Lesson 5 • Special Material Effects

    Implements subsurface scattering, transparency, anisotropy, and clearcoat shaders. Expands material vocabulary for complex real-world surfaces.

Chapter 4See details

UV Mapping and Texel Density

  • Lesson 1 • Seam Placement Strategies

    Teaches principled seam placement to minimise distortion and hide seams on final assets. Directly impacts texture quality and artist efficiency.

  • Lesson 2 • Baking and UV Validation

    Introduces normal, AO, and curvature baking tied to UV layouts. Validates UVs using checker maps and bake error analysis.

  • Lesson 3 • Unwrapping Methods and Tools

    Covers angle-based, conformal, and project-from-view unwrapping algorithms. Students select the right method per mesh type for minimal distortion.

  • Lesson 4 • UV Layout and Packing

    Optimises UV island arrangement for maximum texture space utilisation. Efficient packing directly improves texture resolution on final renders.

  • Lesson 5 • UV Space and Coordinate Concepts

    Defines UV coordinate space, UDIM tiles, and texture resolution relationships. Grounds students in the theory before hands-on unwrapping.

Chapter 5See details

Lighting and Rendering

  • Lesson 1 • Light Types and Properties

    Covers point, spot, area, directional, and HDRI lights with their physical parameters. Establishes the vocabulary for intentional lighting design.

  • Lesson 2 • Render Engine Configuration

    Configures render engines (Cycles, Arnold, V-Ray concepts) for output quality and speed. Connects engine settings to final image fidelity.

  • Lesson 3 • Global Illumination and Ray Tracing

    Explains path tracing, irradiance caching, and light bounces for realistic indirect light. Students configure GI settings for quality-performance balance.

  • Lesson 4 • Three-Point and Studio Lighting

    Applies classic key, fill, and rim lighting setups to 3D scenes. Bridges cinematographic lighting theory with 3D software implementation.

  • Lesson 5 • Compositing Render Passes

    Assembles multi-pass renders in a compositor for non-destructive post-processing. Enables flexible colour grading and effect layering after rendering.

Chapter 6See details

Rigging and Character Setup

  • Lesson 1 • Inverse Kinematics Setup

    Implements IK chains with pole targets for limb control. IK dramatically simplifies animator workflow for arms, legs, and spines.

  • Lesson 2 • Rig Controls and Custom Properties

    Adds custom bone shapes, colour groups, and property-driven constraints. Polished controls make rigs intuitive and production-ready.

  • Lesson 3 • Shape Keys and Blend Shapes

    Creates morph targets for facial expressions and corrective shapes. Blend shapes complement skeletal rigs for nuanced surface deformation.

  • Lesson 4 • Skinning and Weight Painting

    Binds mesh to armature and refines vertex weights for clean deformation. Weight quality determines whether the rig is animator-friendly or unusable.

  • Lesson 5 • Armature and Bone Hierarchy

    Constructs bone chains with correct parent-child relationships and naming conventions. Hierarchy design directly determines rig behaviour and animator usability.

Chapter 7See details

3D Animation Principles

  • Lesson 1 • Walk Cycles and Locomotion

    Constructs bipedal walk cycles with correct weight shift and contact poses. Locomotion is the benchmark skill for character animation competency.

  • Lesson 2 • The 12 Principles in 3D

    Applies squash/stretch, anticipation, follow-through, and secondary motion in 3D space. Principles transform technically correct motion into compelling performance.

  • Lesson 3 • Facial Animation and Lip Sync

    Drives facial expressions and phoneme shapes for dialogue performance. Combines blend shapes and bone controls for expressive character acting.

  • Lesson 4 • Keyframing and the Dope Sheet

    Sets keyframes on transforms and manages timing in the dope sheet editor. Timing control is the foundation of all animation quality.

  • Lesson 5 • Camera Animation and Cinematics

    Animates camera moves with correct cinematic language and motion curves. Elevates animated sequences from technical exercises to storytelling tools.

  • Lesson 6 • Graph Editor and Curve Shaping

    Sculpts animation curves for ease-in, ease-out, and overshoot. Curve mastery separates mechanical motion from organic, appealing animation.

Chapter 8See details

Advanced Rendering and Production Pipeline

  • Lesson 1 • Volumetrics and Atmospheric Effects

    Creates fog, smoke, fire, and volumetric lighting using volume shaders. Atmospheric effects dramatically enhance scene mood and depth.

  • Lesson 2 • Portfolio Project and Presentation

    Guides students through a complete hero project from brief to final deliverable. Produces a polished portfolio piece demonstrating full pipeline mastery.

  • Lesson 3 • Scene Assembly and Asset Management

    Organises complex scenes with linked libraries, collections, and naming conventions. Scalable asset management prevents pipeline bottlenecks on large projects.

  • Lesson 4 • Procedural and Simulation Effects

    Introduces particle systems, fluid, cloth, and rigid body simulations. Procedural effects add environmental realism without manual keyframing.

  • Lesson 5 • Advanced Compositing and VFX

    Combines 3D renders with live footage using tracking, keying, and colour matching. Bridges 3D production with real-world visual effects workflows.

Certification
Certification

Your valid completion certificate

This course is for you:

  • Aspiring 3D artists: want a structured path into the industry.

  • Graphic designers: ready to add a third dimension to their skill set.

  • Game developers: need to produce and pipeline their own 3D assets.

  • Career changers: coming from unrelated fields with a passion for CGI.

  • Hobbyists: serious about levelling up beyond YouTube tutorials.

  • Film and media students: building technical depth alongside storytelling skills.

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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