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3D Modelling Course
From 4 to 360h of flexible workload

3D Modelling Course

Master every stage of the 3D modelling pipeline, from blocking out your first primitive to delivering portfolio-ready assets for games, film, and product design. This course covers polygon modelling, sculpting, rigging, texturing, and rendering in one comprehensive programme. If you are serious about breaking into the 3D industry, this is where you start.

What you will learn:

You will build a complete, professional skill set across the full 3D production pipeline. Starting with software navigation and core modelling techniques, you will progress through polygon modelling, digital sculpting, NURBS surface creation, and UV unwrapping. You will learn to build physically based materials, set up lighting rigs, and configure render engines for high-quality output. Rigging and keyframe animation will show you how to bring characters to life with a working walk cycle. By the end, you will have the technical knowledge and finished assets to pursue real opportunities in the 3D industry.

How you study in practice 3D Modelling Course

How you practise 3D Modelling 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

Introduction to 3D Modeling Fundamentals

  • Lesson 1 • Understanding 3D Space and Coordinates

    Covers X, Y, Z axes, world vs. local space, and grid systems. Establishes spatial reasoning needed for all subsequent modelling tasks.

  • Lesson 2 • Basic Object Transformations

    Teaches translate, rotate, and scale operations with precision input. Accurate transformations underpin every modelling workflow covered later.

  • Lesson 3 • Overview of 3D Modelling Software

    Introduces industry-standard software interfaces and workflow paradigms. Connects tool familiarity to efficient modelling practice throughout the course.

  • Lesson 4 • Core Object Types and Primitives

    Explains meshes, curves, lights, and cameras as scene building blocks. Learners manipulate primitives to understand object properties.

  • Lesson 5 • Saving, Exporting, and File Management

    Covers project file structure, save formats, and basic export pipelines. Proper file management prevents data loss and supports team collaboration.

Chapter 2See details

Polygon Modelling Techniques

  • Lesson 1 • Topology Best Practices

    Explains quads, triangles, n-gons, and pole management for clean meshes. Clean topology prevents artefacts in subdivision and animation.

  • Lesson 2 • Mesh Components: Vertices, Edges, Faces

    Defines the three mesh components and their selection modes. Understanding components is prerequisite to all polygon editing operations.

  • Lesson 3 • Essential Mesh Editing Tools

    Covers extrude, inset, bevel, bridge, and merge operations. These tools form the core vocabulary of polygon modelling workflows.

  • Lesson 4 • Modelling a Hard-Surface Object

    Applies polygon tools to build a complete hard-surface prop from reference. Reinforces tool combinations and clean geometry habits.

  • Lesson 5 • Loop Cuts and Edge Flow

    Teaches inserting edge loops to add detail and control mesh flow. Good edge flow is critical for deformation and subdivision readiness.

Chapter 3See details

Sculpting and Organic Modelling

  • Lesson 1 • Introduction to Digital Sculpting

    Introduces sculpting mode, brush types, and pressure sensitivity settings. Establishes the sculpting mindset distinct from polygon box modelling.

  • Lesson 2 • Primary, Secondary, and Tertiary Forms

    Teaches a three-pass sculpting approach from large masses to fine surface detail. Structured passes produce professional, readable organic shapes.

  • Lesson 3 • Sculpting a Character Head

    Guides learners through sculpting a human head using anatomical landmarks. Applies all brush and form skills in a single cohesive project.

  • Lesson 4 • Dynamic Topology and Remeshing

    Covers dynamic subdivision and voxel remeshing for freeform sculpting. These tools allow detail addition without pre-planned mesh density.

  • Lesson 5 • Retopology for Sculpted Assets

    Explains manual and automated retopology to produce animation-ready meshes. Connects sculpted detail to a clean low-poly base for further use.

Chapter 4See details

NURBS and Curve-Based Modelling

  • Lesson 1 • Modelling a Product Design Object

    Applies curve-based tools to model a consumer product with smooth surfaces. Reinforces parametric thinking and precision measurement habits.

  • Lesson 2 • Surface Generation from Curves

    Covers loft, revolve, sweep, and extrude-along-path surface methods. Each method suits different industrial and product design scenarios.

  • Lesson 3 • Converting NURBS to Polygons

    Explains tessellation settings and conversion workflows for game or render pipelines. Bridges parametric modelling with polygon-based downstream tools.

  • Lesson 4 • Editing NURBS Surfaces

    Teaches control point editing, knot insertion, and surface trimming. Precise surface editing is essential for professional product modelling.

  • Lesson 5 • Curves: Bézier, NURBS, and Splines

    Compares curve types, control points, and tangent handles. Choosing the right curve type determines surface quality and editability.

Chapter 5See details

UV Unwrapping and Texture Mapping

  • Lesson 1 • Applying and Testing Texture Maps

    Applies checker and reference textures to validate UV quality before texturing. Validation catches distortion and stretching before the texturing stage.

  • Lesson 2 • UV Layout Optimisation

    Covers packing UV islands, scaling for texel density, and avoiding overlaps. Optimised layouts maximise texture resolution across the entire model.

  • Lesson 3 • Seam Placement Strategies

    Covers marking seams on edges to control how meshes unfold. Strategic seam placement minimises distortion and hides seams on final assets.

  • Lesson 4 • Understanding UV Space

    Explains UV coordinates, UV space boundaries, and their relationship to textures. Foundational UV literacy prevents texturing errors downstream.

  • Lesson 5 • Unwrapping Methods and Projections

    Teaches planar, cylindrical, spherical, and smart UV projections. Selecting the correct projection reduces manual correction time significantly.

Chapter 6See details

Materials, Shading, and Rendering

  • Lesson 1 • Lighting Setups for Rendering

    Teaches three-point lighting, HDRI environment lighting, and area lights. Proper lighting reveals material quality and model form effectively.

  • Lesson 2 • Physically Based Rendering Principles

    Explains PBR theory including energy conservation, roughness, and metalness. PBR knowledge ensures materials behave correctly across lighting conditions.

  • Lesson 3 • Texture Map Types and Connections

    Covers albedo, normal, roughness, metalness, AO, and emission maps. Correct map connections produce accurate surface appearance in renders.

  • Lesson 4 • Render Settings and Output

    Configures render engines, sampling, resolution, and output formats. Optimised settings balance render quality with production time constraints.

  • Lesson 5 • Node-Based Material Editors

    Introduces shader node graphs for building complex, layered materials. Node fluency enables non-destructive, reusable material creation.

Chapter 7See details

Rigging and Basic Animation

  • Lesson 1 • Keyframe Animation Basics

    Teaches inserting keyframes, using the timeline, and editing the graph editor. Keyframe fundamentals apply to all animation types in 3D software.

  • Lesson 2 • Armature and Bone Fundamentals

    Introduces armatures, bone hierarchy, and naming conventions for rigs. Correct bone structure is the foundation of all character animation workflows.

  • Lesson 3 • Inverse Kinematics and Constraints

    Explains IK chains, pole targets, and bone constraints for animator-friendly rigs. IK dramatically speeds up posing limbs compared to forward kinematics.

  • Lesson 4 • Skinning and Weight Painting

    Covers mesh-to-armature binding and weight painting for smooth deformation. Accurate weights prevent mesh pinching and collapsing during animation.

  • Lesson 5 • Creating a Basic Walk Cycle

    Applies rigging and keyframe skills to animate a looping bipedal walk cycle. The walk cycle is the benchmark animation demonstrating full rig control.

Chapter 8See details

Advanced Modelling and Production Workflows

  • Lesson 1 • Asset Baking Workflows

    Covers high-to-low poly baking for normal, AO, and curvature maps. Baking transfers sculpted detail to optimised meshes for real-time rendering.

  • Lesson 2 • Boolean and Procedural Modelling

    Covers Boolean operations and non-destructive modifier stacks for complex forms. Procedural workflows enable rapid iteration without destructive geometry edits.

  • Lesson 3 • Level of Detail and Optimisation

    Explains LOD creation, polygon budgets, and mesh decimation for real-time assets. Optimised assets meet technical requirements for games and interactive media.

  • Lesson 4 • Subdivision Surface Modelling

    Teaches control loop placement and crease weighting for subdivision-ready meshes. Subdivision modelling produces smooth, high-quality surfaces from low-poly cages.

  • Lesson 5 • Final Asset Export and Delivery

    Configures export settings for game engines, rendering pipelines, and client handoff. Proper delivery ensures assets integrate without errors in target platforms.

Certification
Certification

Your valid completion certificate

This course is for you:

  • Aspiring 3D artist: wants a structured path into the industry.

  • Graphic designer: ready to expand skills into three-dimensional work.

  • Game development hobbyist: needs to create original assets independently.

  • Career changer: transitioning from an unrelated field into creative tech.

  • Architecture student: looking to add 3D visualisation to their toolkit.

  • Indie game developer: building a project and handling all asset creation.

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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