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3D Artist Course
Over 2 million learners across the globe

3D Artist Course

Master every stage of the 3D art pipeline — from modelling and sculpting to texturing, rigging, and rendering. This course gives you the hands-on skills studios and clients actually hire for. Build a portfolio that proves you can deliver production-ready assets from day one.

Dedika for businesses

What you will learn:

You will learn to model hard-surface and organic assets using polygon and sculpting workflows, then unwrap and texture them with industry-standard PBR techniques. You will rig and animate characters using skeletal armatures, IK solvers, and the graph editor. The course covers professional lighting setups, render engine configuration, and node-based compositing. You will also explore procedural modelling, environment design, VFX simulations, and AI-assisted tools. By the end, you will have a curated portfolio and a clear understanding of real-world game and film production pipelines.

How you study practically 3D Artist Course

How you practise 3D Artist Course

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 • 38 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Foundations of 3D Art and Software

  • Lesson 1 • Navigating the 3D Software Interface

    Covers viewport navigation, panel layouts, and toolbar customisation. Efficient interface use accelerates every subsequent workflow in the course.

  • Lesson 2 • Project Organisation and File Management

    Teaches scene file structure, naming conventions, and asset linking. Proper organisation prevents data loss and supports team collaboration.

  • Lesson 3 • Core Object Types and Primitives

    Introduces meshes, curves, lights, and cameras as fundamental scene objects. Students manipulate primitives to understand object hierarchies and transforms.

  • Lesson 4 • Understanding 3D Space and Coordinates

    Introduces X, Y, Z axes, world vs. local space, and grid systems. Establishes spatial reasoning essential for all modelling and scene-building tasks.

Chapter 2See details

Polygon Modelling Fundamentals

  • Lesson 1 • Topology Principles and Edge Flow

    Teaches clean edge-loop routing, quad-dominant meshes, and avoiding n-gons. Good topology ensures correct deformation and subdivision behaviour.

  • Lesson 2 • Mesh Anatomy: Vertices, Edges, and Faces

    Defines the three mesh components and their roles in defining shape. Understanding topology at this level is prerequisite for all modelling operations.

  • Lesson 3 • Essential Modelling Tools and Operations

    Covers extrude, inset, loop cut, bevel, and bridge tools. These operations form the vocabulary for constructing any polygon model.

  • Lesson 4 • Box Modelling Workflow

    Applies a start-from-primitive approach to build complex forms through iterative refinement. Students model a hard-surface prop from a single cube.

  • Lesson 5 • Modelling a Complete Hard-Surface Asset

    Integrates all polygon tools into a guided project building a game-ready prop. Reinforces workflow discipline and prepares geometry for UV unwrapping.

Chapter 3See details

Sculpting and Organic Modelling

  • Lesson 1 • Subdivision Sculpting Workflow

    Introduces multires sculpting for level-of-detail control without losing base mesh. Enables efficient iteration from rough block to fine detail.

  • Lesson 2 • Introduction to Digital Sculpting

    Covers sculpting mode setup, brush types, and dynamic topology. Establishes how sculpting differs from polygon modelling in intent and workflow.

  • Lesson 3 • Essential Sculpting Brushes and Techniques

    Explores clay, grab, smooth, crease, and inflate brushes in practical exercises. Brush mastery directly determines the quality of sculpted surfaces.

  • Lesson 4 • Primary, Secondary, and Tertiary Forms

    Teaches the three-level form hierarchy used by professional sculptors. Students block primary masses before adding secondary planes and surface detail.

  • Lesson 5 • Sculpting a Character Head

    Applies all sculpting skills to produce a detailed human head with anatomical landmarks. Serves as the high-poly source for later retopology and baking chapters.

Chapter 4See details

UV Unwrapping and Texture Mapping

  • Lesson 1 • Unwrapping Methods and Projections

    Covers smart UV project, cube projection, cylindrical, and follow-active-quads methods. Choosing the right method per surface type reduces manual correction.

  • Lesson 2 • UV Layout Optimisation

    Teaches packing islands efficiently, scaling by texel density, and eliminating wasted UV space. Optimised layouts maximise texture quality at any resolution.

  • Lesson 3 • UDIM Workflows for Complex Assets

    Introduces multi-tile UV layouts used in film and high-end game pipelines. UDIM knowledge prepares students for professional asset delivery standards.

  • Lesson 4 • UV Concepts and Seam Placement

    Explains UV space, islands, and the logic of seam placement to minimise distortion. Strategic seams are the foundation of every clean UV layout.

Chapter 5See details

Texturing and Physically Based Rendering Materials

  • Lesson 1 • Substance-Style Layered Texturing

    Applies a layer-based, mask-driven texturing approach for complex, realistic surfaces. This workflow mirrors industry tools used in game and film production.

  • Lesson 2 • Baking Texture Maps

    Teaches baking ambient occlusion, normals, and curvature from high-poly to low-poly meshes. Baked maps transfer sculpt detail to game-ready assets.

  • Lesson 3 • PBR Material Theory

    Explains albedo, roughness, metalness, and normal map channels in the PBR model. Understanding channel roles prevents common material errors in rendering.

  • Lesson 4 • Texture Painting Fundamentals

    Covers brush-based painting directly on 3D surfaces for albedo and roughness maps. Direct painting gives artists intuitive control over surface variation.

  • Lesson 5 • Procedural Texturing with Node Editors

    Builds non-destructive materials using noise, gradient, and maths nodes. Procedural textures scale infinitely and adapt to any UV layout.

Chapter 6See details

Rigging and Character Animation

  • Lesson 1 • Rig Controls and Custom Shapes

    Builds animator-friendly control bones with custom display shapes and colour coding. Clean controls reduce animator error and improve rig usability.

  • Lesson 2 • Armature and Bone Fundamentals

    Introduces armature objects, bone chains, and roll alignment for correct deformation. A well-structured skeleton is the prerequisite for all rigging work.

  • Lesson 3 • Skinning and Weight Painting

    Covers automatic weights, manual weight painting, and weight normalisation for clean deformation. Accurate weights prevent mesh pinching and collapsing.

  • Lesson 4 • Forward and Inverse Kinematics

    Explains FK chains and IK solvers with pole targets for limb control. IK rigs dramatically speed up posing and animation of limbs.

  • Lesson 5 • Keyframe Animation and the Graph Editor

    Teaches inserting keyframes, editing F-curves, and applying easing for natural motion. Graph editor mastery is essential for polished, professional animation.

Chapter 7See details

Lighting, Rendering, and Compositing

  • Lesson 1 • Node-Based Compositing

    Assembles render passes using a node compositor to add colour grading, glare, and depth of field. Compositing elevates raw renders to final, deliverable images.

  • Lesson 2 • Camera Setup and Composition

    Teaches focal length, depth of field, and rule-of-thirds framing for compelling renders. Camera settings directly influence the visual storytelling of a scene.

  • Lesson 3 • Render Engine Configuration

    Configures path-tracing and real-time render engines for quality and performance balance. Engine settings determine render time, noise levels, and output fidelity.

  • Lesson 4 • Lighting Theory and Light Types

    Covers three-point lighting, HDRI environment lighting, and area vs. point vs. spot lights. Lighting theory applies across all render engines and production contexts.

  • Lesson 5 • Render Passes and AOVs

    Explains diffuse, specular, shadow, and custom AOV passes for compositing flexibility. Separating passes gives artists non-destructive control in post-production.

Chapter 8See details

Portfolio Development and Production Pipeline

  • Lesson 1 • Optimising Assets for Real-Time Engines

    Covers LOD creation, polycount budgets, and texture atlasing for game engine import. Real-time optimisation is a core skill for game industry employment.

  • Lesson 2 • Industry Pipeline Overview

    Maps the full asset pipeline from concept to final delivery across game and film contexts. Understanding the pipeline helps artists position their work within a team.

  • Lesson 3 • Portfolio Curation and Case Studies

    Guides selection, sequencing, and contextualising of portfolio pieces for target roles. A curated portfolio communicates specialisation and professional intent.

  • Lesson 4 • Turntable and Beauty Render Presentation

    Teaches creating turntable animations and beauty renders that showcase asset quality. Strong presentation renders are the primary metric for portfolio evaluation.

  • Lesson 5 • Capstone Project: Full Asset Creation

    Produces a complete, portfolio-grade asset from concept through final render using all course skills. The capstone demonstrates end-to-end competency to prospective employers.

Certification

Your valid completion certificate

This course is for you:

  • Hobbyist artists: eager to turn a passion for 3D into real skills.

  • Graphic designers: ready to expand their toolkit into three-dimensional work.

  • Game enthusiasts: wanting to create the assets they've always played with.

  • Career changers: seeking a foothold in the game or film industry.

  • Illustrators: looking to add depth and dimension to their creative practice.

  • Recent graduates: aiming to build a competitive portfolio before job hunting.

What our students say

Your lessons 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 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 help a lot with learning.
André Felipe
André FelipePrompt Engineering Student

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