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3D Training
More than 20 lakh learners worldwide

3D Training

Master every stage of the 3D production pipeline, from modeling and texturing to lighting, rendering, and animation. This comprehensive training covers industry-standard workflows used in games, film, and visualization. Whether you are starting from zero or upgrading your skills, you will finish with a professional portfolio and the technical confidence to deliver real-world 3D projects.

Dedika for businesses

What you will learn:

You will learn how to model objects using polygon editing tools, apply physically based materials and textures, and set up professional lighting and camera rigs. The course covers rigging and keyframe animation so you can bring characters and mechanical assets to life. You will also explore rendering engines, output settings, and compositing-ready passes. Supplementary modules introduce sculpting, procedural modeling, simulations, and game engine integration. By the end, you will know how to manage a full production pipeline and present polished work in a professional portfolio.

How you study in a practical way 3D Training

How you practise 3D Training

For companies looking to train their teams

With Dedika for businesses, the course includes exercises and examples tailored to your own business and the way your company needs.

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Course content

8 Chapters • 36 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of 3D Space and Concepts

  • Lesson 1 • Core 3D Terminology and Concepts

    Defines vertices, edges, faces, normals, and meshes. Shared vocabulary prevents miscommunication across modeling, rigging, and rendering workflows.

  • Lesson 2 • Introduction to 3D Software Interfaces

    Maps common UI elements—outliner, properties panel, timeline—found across major 3D applications. Students transfer interface knowledge to any tool they encounter.

  • Lesson 3 • Understanding 3D Coordinate Systems

    Introduces X, Y, Z axes, world vs. local space, and unit conventions. Establishes spatial reasoning as the basis for all subsequent modeling and scene work.

  • Lesson 4 • Navigating a 3D Viewport

    Covers orbit, pan, zoom, and perspective vs. orthographic views. Efficient viewport navigation accelerates every downstream task in the pipeline.

Chapter 2See details

Primitive Modeling and Object Manipulation

  • Lesson 1 • Creating and Placing Primitive Objects

    Covers spheres, cubes, cylinders, planes, and cones as building blocks. Primitives form the starting geometry for nearly every modeling workflow.

  • Lesson 2 • Object Hierarchy and Parenting

    Explains parent-child relationships and how transforms propagate through a hierarchy. Proper hierarchy management is essential for rigging and scene organization.

  • Lesson 3 • Transform Tools: Move, Rotate, Scale

    Teaches precise object transformation using numeric input and gizmos. Accurate transforms are prerequisite to clean scene assembly and animation.

  • Lesson 4 • Scene Organization and Naming Conventions

    Establishes naming standards, layer usage, and collection management. Organized scenes reduce errors and improve collaboration in team pipelines.

Chapter 3See details

Polygon Modeling Techniques

  • Lesson 1 • Hard-Surface Modeling Workflow

    Applies polygon tools to model mechanical and architectural objects with sharp edges. Students complete a structured hard-surface asset from blockout to final mesh.

  • Lesson 2 • Edit Mode and Component Selection

    Introduces vertex, edge, and face selection modes and selection tools. Component-level editing is the foundation of all polygon modeling operations.

  • Lesson 3 • Organic Modeling Fundamentals

    Introduces sculpt-friendly topology and symmetry workflows for characters and natural forms. Organic modeling requires different edge flow strategies than hard-surface work.

  • Lesson 4 • Maintaining Clean Topology

    Teaches edge flow principles, avoiding n-gons, and managing poles. Clean topology ensures correct deformation, subdivision, and UV unwrapping.

  • Lesson 5 • Core Modeling Operations

    Covers extrude, inset, bevel, loop cut, and merge operations. These tools transform primitives into detailed, purposeful geometry.

Chapter 4See details

Materials, Shading, and Texturing

  • Lesson 1 • UV Unwrapping and Layout

    Covers seam placement, unwrapping methods, and UV island packing. Proper UV layout is required for accurate texture projection on any mesh.

  • Lesson 2 • Procedural Texturing Techniques

    Uses noise, gradient, and math nodes to generate resolution-independent textures. Procedural textures eliminate UV dependency and scale to any output resolution.

  • Lesson 3 • Material Fundamentals and Shader Nodes

    Explains material slots, shader graphs, and node-based workflows. Node-based shading is the universal approach across modern 3D and rendering applications.

  • Lesson 4 • Texture Painting and Baking

    Teaches hand-painted detail and baking high-poly detail onto low-poly meshes. Baking transfers surface information for use in real-time and offline rendering.

  • Lesson 5 • Texture Maps and PBR Workflow

    Introduces albedo, roughness, metallic, normal, and ambient occlusion maps. PBR texturing produces consistent results across different lighting environments.

Chapter 5See details

Lighting and Camera Setup

  • Lesson 1 • Light Types and Properties

    Covers point, spot, area, directional, and HDRI environment lights. Understanding each light type enables deliberate control over scene illumination.

  • Lesson 2 • Shadows, Reflections, and Light Linking

    Controls shadow softness, ray-traced reflections, and per-light object exclusions. Fine-tuning these properties separates amateur from professional lighting setups.

  • Lesson 3 • Three-Point Lighting Principles

    Applies key, fill, and rim light logic to 3D scenes for professional results. Three-point lighting is the foundational framework for character and product visualization.

  • Lesson 4 • Camera Settings and Composition

    Configures focal length, depth of field, and sensor size for cinematic framing. Camera settings directly influence the visual language of rendered output.

Chapter 6See details

Rendering Fundamentals and Output

  • Lesson 1 • Render Engine Overview and Selection

    Compares path-tracing, rasterization, and hybrid render engines by use case. Choosing the right engine balances quality, speed, and hardware requirements.

  • Lesson 2 • Output Formats and Color Management

    Covers EXR, PNG, JPEG formats and linear vs. display color spaces. Correct color management ensures consistent appearance from render to final delivery.

  • Lesson 3 • Render Passes and AOVs

    Explains diffuse, specular, shadow, and depth passes for compositing flexibility. Render passes allow non-destructive colour grading and effects in post-production.

  • Lesson 4 • Core Render Settings

    Covers samples, bounces, resolution, and noise thresholds for quality control. Correct settings prevent noisy, slow, or incorrectly sized renders.

Chapter 7See details

Rigging and Basic Animation

  • Lesson 1 • Animation Principles in 3D

    Applies squash and stretch, anticipation, follow-through, and arcs to 3D motion. These principles elevate mechanical movement into convincing, expressive animation.

  • Lesson 2 • Skinning and Weight Painting

    Covers mesh binding, automatic weights, and manual weight painting correction. Accurate weights determine how mesh vertices follow bone movement during animation.

  • Lesson 3 • Keyframe Animation and the Graph Editor

    Sets keyframes on transforms and shapes, then refines timing in the graph editor. The graph editor gives animators precise control over interpolation and easing.

  • Lesson 4 • Forward and Inverse Kinematics

    Explains FK and IK chains and when to apply each for limb and spine control. IK solvers simplify posing by letting animators position end effectors directly.

  • Lesson 5 • Armature and Bone Basics

    Introduces bone creation, chains, and rest pose setup for character rigs. Armatures are the skeleton structure that drives all character and creature animation.

Chapter 8See details

Production Pipeline and Asset Delivery

  • Lesson 1 • Portfolio Development and Presentation

    Guides selection, rendering, and presentation of work for professional portfolios. A strong portfolio communicates technical skill and artistic range to employers.

  • Lesson 2 • Asset Management and File Structure

    Establishes folder hierarchies, asset libraries, and version control practices. Consistent file structure prevents lost assets and enables smooth team collaboration.

  • Lesson 3 • Quality Assurance and Review Process

    Introduces checklist-based QA, peer review, and client feedback integration. Systematic review catches errors before delivery and builds professional credibility.

  • Lesson 4 • Exporting Assets for Different Platforms

    Explains FBX, OBJ, GLTF, and USD export settings for various target applications. Correct export settings preserve geometry, materials, and animation data.

  • Lesson 5 • Optimization for Real-Time Engines

    Covers LOD creation, polygon budgets, texture atlasing, and draw call reduction. Real-time optimization ensures assets perform within hardware constraints.

Certification

Your valid completion certificate

This course is for you:

  • Aspiring 3D artist: wants a structured foundation before entering the job market.

  • Graphic designer: ready to expand their skill set into three-dimensional work.

  • Game developer: needs to produce and optimize their own in-game assets.

  • Architect or product designer: looking to visualize concepts with photorealistic renders.

  • Filmmaker or animator: wants to integrate CG elements into live-action projects.

  • Career changer: pivoting into the creative industry from an unrelated professional background.

What our students say

Your classes are perfect. I purchased the one-year package and finally have the opportunity to follow various topics of my interest without needing to change platforms... I thank you 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 that I don't need.
Mariana Ferres
Mariana FerresPhotography Student
I like the content and the way of presentation and video transcription, 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 help a lot in learning.
André Felipe
André FelipePrompt Engineering Student

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