
3D Project Training Course
Master every stage of the 3D production pipeline, from foundational design thinking and polygon modelling to sculpting, texturing, lighting, and final rendering. This course gives you the technical skills and workflow discipline that studios and clients actually demand. Build a portfolio-ready asset and walk away ready to work.
What you will learn:
You will learn how to navigate a professional 3D application, build and optimise polygon meshes, and sculpt high-frequency surface detail. The course covers UV unwrapping, texture baking, and physically based material creation so your assets look right in any render engine. You will set up lighting rigs, configure render passes, and composite polished final images. Supplementary modules introduce rigging, animation, real-time game asset optimisation, and architectural visualisation. By the end, you will have a complete, documented portfolio piece and a clear understanding of professional production standards.
How you study in practice 3D Project Training Course
How you practise 3D Project Training Course
For businesses looking to train their team
With Dedika for businesses, the course includes exercises and examples tailored to your own business and the way your company needs.
Course content
8 Chapters • 38 LessonsDuration between 4 and 360 hours (you decide)
Chapter 1HideHide detailsSee detailsFoundations of 3D Design Thinking
Foundations of 3D Design Thinking
Lesson 1 • Understanding Three-Dimensional Space
Introduces X, Y, Z axes, depth perception, and spatial reasoning. Establishes the mental model needed for all subsequent 3D construction tasks.
Lesson 2 • Core Principles of Form and Volume
Covers primitive shapes, mass, silhouette, and proportion. Students apply these principles to sketch and evaluate basic 3D forms before modelling.
Lesson 3 • Reference Gathering and Visual Research
Guides systematic collection and organisation of visual references. Students build a structured reference library that informs modelling decisions.
Lesson 4 • Design Brief Interpretation
Teaches how to extract technical and aesthetic requirements from a project brief. Connects client intent to measurable 3D design goals.
Chapter 2HideHide detailsSee details3D Software Interface and Navigation
3D Software Interface and Navigation
Lesson 1 • Interface Layout and Customisation
Maps the main UI regions: viewport, outliner, properties, and timeline. Students customise layouts to match their workflow preferences.
Lesson 2 • File Management and Project Setup
Establishes folder structures, file formats, and version-saving habits. Students leave with a repeatable project setup routine.
Lesson 3 • Scene Organisation and Object Management
Introduces collections, layers, naming conventions, and object hierarchies. Organised scenes prevent errors and speed up collaboration.
Lesson 4 • Viewport Navigation Techniques
Covers orbit, pan, zoom, and camera lock controls. Efficient navigation reduces friction during modelling and review sessions.
Chapter 3HideHide detailsSee detailsPolygon Modelling Fundamentals
Polygon Modelling Fundamentals
Lesson 1 • Essential Mesh Editing Tools
Covers extrude, inset, bevel, loop cut, and merge operations. Students combine these tools to build complex forms from primitives.
Lesson 2 • Mesh Topology Basics
Explains vertices, edges, faces, loops, and rings. Understanding topology is prerequisite to all mesh editing and deformation work.
Lesson 3 • Mesh Cleanup and Optimisation
Identifies and fixes non-manifold geometry, overlapping faces, and unnecessary edge loops. Clean meshes are essential for downstream rigging and rendering.
Lesson 4 • Hard-Surface vs. Organic Modelling
Contrasts topology strategies for mechanical objects and organic forms. Students choose the correct approach based on the asset type.
Lesson 5 • Box Modelling Workflow
Applies a top-down blocking approach to build organic and hard-surface forms. Students model a complete prop using the box modelling method.
Chapter 4HideHide detailsSee detailsSculpting and Surface Detail
Sculpting and Surface Detail
Lesson 1 • Core Sculpting Brushes
Covers draw, clay, smooth, crease, and flatten brushes. Mastery of these brushes enables students to sculpt any surface detail type.
Lesson 2 • Hard-Surface Sculpting Techniques
Adapts sculpting tools for mechanical panels, bolts, and trim details. Students learn when sculpting outperforms polygon modelling for hard surfaces.
Lesson 3 • Retopology for Production Meshes
Converts high-poly sculpts into clean, low-poly meshes suitable for animation and games. Students apply manual and automated retopology methods.
Lesson 4 • Adding Organic Surface Detail
Applies brushes to sculpt skin pores, wrinkles, scales, and fabric folds. Students develop a systematic layering approach for realistic surfaces.
Lesson 5 • Sculpting Workflow Overview
Introduces the sculpting pipeline: base mesh, subdivision, and brush-based editing. Positions sculpting as a complement to polygon modelling.
Chapter 5HideHide detailsSee detailsUV Unwrapping and Texture Mapping
UV Unwrapping and Texture Mapping
Lesson 1 • Unwrapping Methods and Tools
Covers angle-based, conformal, and project-from-view unwrapping methods. Students select the best method for each mesh region.
Lesson 2 • Baking Maps from High to Low Poly
Covers normal, ambient occlusion, curvature, and height map baking. Baked maps transfer sculpt detail to low-poly meshes for real-time use.
Lesson 3 • UV Fundamentals and Seam Placement
Explains UV space, texel density, and strategic seam placement. Proper seams reduce visible distortion and hide cuts in low-visibility areas.
Lesson 4 • UV Island Packing and Optimisation
Teaches island scaling, rotation, and packing to maximise UV space usage. Efficient packing directly improves texture resolution in the final render.
Lesson 5 • Texture Coordinate Types
Introduces UV, generated, object, and camera projection coordinates. Students apply the correct coordinate type for each texturing scenario.
Chapter 6HideHide detailsSee detailsMaterials, Shading, and Texturing
Materials, Shading, and Texturing
Lesson 1 • Node-Based Shader Construction
Builds shaders using node graphs: texture inputs, math nodes, and mix operations. Node-based shaders enable procedural and non-destructive material editing.
Lesson 2 • Physically Based Rendering Principles
Explains albedo, roughness, metalness, and normal maps in a PBR workflow. Understanding PBR ensures materials behave correctly under any lighting condition.
Lesson 3 • Hand-Painted Texture Techniques
Applies stylised painting directly onto UV maps for non-photorealistic assets. Students develop brush control and colour theory skills for game-art texturing.
Lesson 4 • Procedural Texture Creation
Generates noise, gradient, and pattern textures without external images. Procedural textures are resolution-independent and fully customisable.
Lesson 5 • Texture Export and Format Standards
Covers bit depth, colour space, and format choices for different delivery targets. Correct export settings prevent colour shifts and quality loss in production.
Chapter 7HideHide detailsSee detailsLighting, Rendering, and Compositing
Lighting, Rendering, and Compositing
Lesson 1 • Render Pass Setup and Management
Separates diffuse, specular, shadow, and depth passes for compositing control. Render passes enable non-destructive post-production adjustments.
Lesson 2 • Lighting Theory and Light Types
Covers point, spot, area, and directional lights alongside three-point lighting principles. Correct light placement defines mood, depth, and material readability.
Lesson 3 • Node-Based Compositing Workflow
Combines render passes using a node compositor to grade, sharpen, and add effects. Students deliver a final composited image matching the project brief.
Lesson 4 • HDRI and Environment Lighting
Uses high-dynamic-range images to provide realistic ambient and reflection lighting. HDRI lighting accelerates photorealistic results with minimal manual setup.
Lesson 5 • Render Engine Settings and Optimisation
Configures sampling, denoising, and output resolution for quality and speed. Students balance render quality against production time constraints.
Chapter 8HideHide detailsSee detailsFull 3D Project Production Pipeline
Full 3D Project Production Pipeline
Lesson 1 • Full Asset Production Pass
Executes modelling, sculpting, UV unwrapping, and texturing in a structured sequence. Students apply discipline-specific best practices at each production stage.
Lesson 2 • Lighting and Final Render Production
Sets up a presentation lighting rig and renders the completed asset for portfolio use. Lighting choices communicate the asset's design intent to reviewers.
Lesson 3 • Project Planning and Scope Definition
Breaks a project brief into milestones, tasks, and time estimates. Realistic planning prevents scope creep and missed deadlines in production.
Lesson 4 • Portfolio Presentation and Delivery
Packages renders, wireframes, and texture sheets into a professional portfolio entry. Students write a project description that communicates their process and decisions.
Lesson 5 • Blockout and Concept Validation
Produces a rapid 3D blockout to validate proportions and composition before detail work. Early validation saves rework time in later production stages.
Your valid completion certificate
This course is for you:
Graphic designers ready to expand their skills into three-dimensional work.
Game enthusiasts who want to create their own playable 3D assets.
Architecture students seeking hands-on visualisation and rendering experience.
Career changers aiming to break into the games or animation industry.
Illustrators who want to integrate 3D references into their creative process.
Hobbyist makers looking to turn imaginative concepts into polished 3D models.
What our students say
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...

I like how the lessons are straight to the point and how I can change chapters and skip content I don't need.

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