Choose your language
3D Modeling with Blender Course
More than 2 million students worldwide

3D Modeling with Blender Course

4

Master 3D modelling from the ground up using Blender, the industry's most powerful free creative tool. This course takes you from interface basics to professional scene production, covering modelling, shading, rigging, animation, and rendering. Whether you are building game assets, cinematic scenes, or a portfolio, you will finish with real, production-ready skills.

Dedika for businesses

What you will learn:

You will start by learning Blender's interface and core workflow, then move into mesh modelling, UV unwrapping, and physically based materials. The course covers lighting setups, camera configuration, and rendering with both Cycles and EEVEE. You will rig and animate 3D characters using armatures, weight painting, and keyframe techniques. Advanced topics include sculpting, geometry nodes, game asset export, and visual effects simulations. By the end, you will know how to assemble complete, polished scenes and export your work for games, film, or your professional portfolio.

How you study in practice 3D Modeling with Blender Course

How you practise 3D Modeling with Blender Course

For companies looking to train their teams

With Dedika for businesses, the course includes exercises and examples tailored to your company and its specific needs.

Click here

Course content

8 Chapters • 40 LessonsDuration between 4 and 360 hours (you decide)

Chapter 1See details

Getting Started with Blender

  • Lesson 1 • Installing and Configuring Blender

    Covers downloading, installing, and setting up Blender preferences for an optimised workflow. Establishes the technical baseline every subsequent chapter depends on.

  • Lesson 2 • Managing Files and Scenes

    Covers saving, appending, linking, and organising Blender project files. Proper file hygiene prevents data loss and supports team collaboration.

  • Lesson 3 • Understanding the Blender Interface

    Maps every major UI region: header, viewport, outliner, properties, and timeline. Students gain spatial awareness of where tools and data live.

  • Lesson 4 • Navigating the 3D Viewport

    Teaches orbit, pan, zoom, and numpad shortcuts for precise viewport control. Fluent navigation is prerequisite to all modelling and editing tasks.

  • Lesson 5 • Working with Objects in the Scene

    Introduces object selection, transformation (grab, rotate, scale), and axis constraints. Students manipulate scene objects with intentional precision.

Chapter 2See details

Mesh Modelling Fundamentals

  • Lesson 1 • Editing Geometry in Edit Mode

    Teaches switching to Edit Mode, selecting geometry components, and applying basic edits. These operations form the foundation of all mesh construction.

  • Lesson 2 • Mesh Cleanup and Optimisation

    Covers merging doubles, recalculating normals, and dissolving unnecessary geometry. Clean meshes prevent shading errors and improve performance.

  • Lesson 3 • Modelling with Primitive Shapes

    Demonstrates building complex forms by modifying primitive meshes like cubes, cylinders, and spheres. Students learn to see primitives as starting points.

  • Lesson 4 • Using Modifiers for Non-Destructive Editing

    Introduces the modifier stack with Subdivision Surface, Mirror, and Solidify. Non-destructive workflows preserve flexibility throughout the modelling process.

  • Lesson 5 • Understanding Mesh Topology

    Explains vertices, edges, faces, and the concept of clean topology. Topology awareness directly determines model quality and downstream usability.

Chapter 3See details

Intermediate Modelling Techniques

  • Lesson 1 • Modelling from Reference Images

    Demonstrates setting up image references and matching geometry to them accurately. Reference-based modelling is standard practice in professional pipelines.

  • Lesson 2 • Curve and Surface Modelling

    Introduces Bézier curves, NURBS, and the Curve modifier for organic and path-based shapes. Curves complement polygon modelling for specific form types.

  • Lesson 3 • Sculpting Basics for Modelers

    Covers Sculpt Mode brushes, dynamic topology, and remeshing for organic detail. Sculpting extends polygon modelling into freeform shape creation.

  • Lesson 4 • Retopology Workflows

    Teaches drawing clean topology over high-poly sculpts using snapping and the Shrinkwrap modifier. Retopology produces game- and render-ready meshes.

  • Lesson 5 • Hard-Surface Modelling Strategies

    Teaches bevel, Boolean operations, and edge crease for mechanical and product forms. Hard-surface methods produce sharp, defined geometry efficiently.

Chapter 4See details

UV Unwrapping and Texturing

  • Lesson 1 • Working in the UV Editor

    Teaches selecting, moving, scaling, and rotating UV islands in the UV Editor. Precise island placement maximises texture resolution usage.

  • Lesson 2 • Unwrapping Meshes Effectively

    Covers marking seams, applying Smart UV Project, and using Unwrap for clean layouts. Proper unwrapping is prerequisite to accurate texture application.

  • Lesson 3 • Understanding UV Coordinates

    Explains how 2D UV space maps onto 3D surfaces and why distortion occurs. This conceptual foundation guides every unwrapping decision students make.

  • Lesson 4 • Importing and Applying Image Textures

    Covers loading external textures, assigning them via the Shader Editor, and controlling tiling. Students integrate professional texture assets into their models.

  • Lesson 5 • Texture Painting in Blender

    Introduces Texture Paint Mode, brush settings, and painting directly onto 3D surfaces. Texture painting enables custom surface detail without external software.

Chapter 5See details

Materials and Shading with Cycles and EEVEE

  • Lesson 1 • Procedural Texturing with Nodes

    Covers noise, wave, and Voronoi texture nodes to generate resolution-independent surface patterns. Procedural textures eliminate UV dependency for many materials.

  • Lesson 2 • Transparent, Emissive, and Subsurface Materials

    Demonstrates glass, emission, and subsurface scattering shaders for specialised surface types. These materials handle light in ways the Principled BSDF alone cannot.

  • Lesson 3 • Introduction to the Shader Editor

    Explains node-based shading, the Principled BSDF, and how data flows between nodes. Node literacy is the gateway to all material creation in Blender.

  • Lesson 4 • Creating PBR Materials

    Teaches building physically based materials using albedo, roughness, metallic, and normal maps. PBR materials produce consistent results across lighting conditions.

  • Lesson 5 • Optimising Materials for Each Renderer

    Compares Cycles and EEVEE material behaviour and adjusts settings for each engine. Renderer-specific tuning ensures visual quality without unnecessary render time.

Chapter 6See details

Lighting, Cameras, and Rendering

  • Lesson 1 • Camera Setup and Composition

    Covers focal length, depth of field, camera tracking, and rule-of-thirds composition. Camera decisions shape how viewers perceive and engage with the scene.

  • Lesson 2 • Configuring Render Settings

    Explains resolution, sampling, denoising, and output format settings for both renderers. Correct render settings balance quality and production efficiency.

  • Lesson 3 • Post-Processing in the Compositor

    Introduces Blender's node-based Compositor for colour grading, glare, and lens effects. Compositing elevates raw renders to final, deliverable-quality images.

  • Lesson 4 • Lighting Fundamentals in 3D

    Covers light types, intensity, colour temperature, and three-point lighting principles. Strong lighting fundamentals determine the mood and readability of any render.

  • Lesson 5 • Advanced Lighting Techniques

    Teaches light linking, IES profiles, and volumetric lighting for cinematic results. Advanced lighting separates technically competent renders from professional ones.

Chapter 7See details

Rigging and Basic Animation

  • Lesson 1 • Keyframe Animation Basics

    Covers inserting keyframes, editing in the Timeline and Dope Sheet, and interpolation types. Keyframing is the core mechanism behind all Blender animation.

  • Lesson 2 • Shape Keys and Facial Animation

    Demonstrates creating shape keys for blend shapes, facial expressions, and corrective shapes. Shape keys complement bone rigs for deformations bones cannot achieve.

  • Lesson 3 • Inverse Kinematics and Constraints

    Introduces IK chains, pole targets, and bone constraints for intuitive rig control. IK dramatically simplifies posing limbs compared to forward kinematics alone.

  • Lesson 4 • Introduction to Armatures and Bones

    Covers adding armatures, creating bone chains, and understanding parent-child relationships. Armature structure determines how a rig deforms and controls a mesh.

  • Lesson 5 • Skinning Meshes to Armatures

    Teaches parenting meshes with automatic weights and refining weight painting. Accurate skinning ensures mesh deformation follows bone movement naturally.

Chapter 8See details

Scene Assembly and Final Production

  • Lesson 1 • Environment and Background Design

    Teaches building ground planes, sky systems, and background elements that contextualise hero assets. Environments complete the narrative and visual context of a scene.

  • Lesson 2 • Building and Organising Complex Scenes

    Covers collections, instancing, asset libraries, and scene management for large projects. Organised scenes reduce errors and accelerate iteration during production.

  • Lesson 3 • Particle Systems and Simulations

    Introduces hair, emitter particles, and basic rigid body simulations for dynamic scene elements. Simulations add realism that manual animation cannot efficiently replicate.

  • Lesson 4 • Portfolio Presentation and Export

    Teaches exporting models in FBX, OBJ, and GLTF formats and preparing portfolio renders. Proper export and presentation skills are essential for professional deployment.

  • Lesson 5 • Rendering a Final Animation Sequence

    Covers frame range setup, render farm basics, and output to image sequences or video. Rendering a full sequence is the culminating production step for animated projects.

Certification

Your valid completion certificate

This course is for you:

  • Hobbyist creators: eager to turn imaginative ideas into tangible 3D artwork.

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

  • Game developers: needing to produce their own assets without outsourcing modelling work.

  • Career changers: pursuing entry-level roles in animation, VFX, or game studios.

  • Architects and product designers: wanting to visualise concepts with photorealistic 3D renders.

  • Illustrators and concept artists: looking to prototype characters and environments in 3D.

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...
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

Top qualifications

FAQ

Who is Dedika?

Is the certificate valid in South Africa?

Are the courses free?

What is the course workload?

What are the courses like?

How do the courses work?

What is the duration of the courses?

What is the cost or price of the courses?

What is an EAD or online course and how does it work?

PDF Course