Creative · Beginner

Build film-ready 3D scenes from first polygon to final composite

A two-year recorded programme covering modelling, animation, effects and compositing through production-style projects.

Level: beginner2 years · 48 lessons · 8 modules
  • 48 recorded lessons
  • 8 structured modules
  • 4 portfolio projects
  • Self-paced, lifetime access
  • 14-day money-back guarantee
See the curriculum
A grid of light bulb icons with one bulb lit in yellow

Why scattered tutorials do not make a portfolio

You can find a tutorial for almost any 3D task. What is harder to find is a path that joins those tasks into a production pipeline: a model that is clean enough to rig, a rig that can be animated, an effect that composites over live action, and a final shot that holds up in a showreel.

Most self-taught artists collect isolated tricks. They can sculpt a creature or light a scene, but they struggle to take a shot from brief to delivery. Studios do not hire a collection of tricks. They hire people who understand how their work fits into the next stage.

This programme is built around that gap. Across two years and eight modules, you work through the same stages a 3D generalist meets in film, animation and games: reference, blockout, modelling, texturing, rigging, animation, effects, lighting, rendering and compositing.

You do not need a previous 3D qualification. You need a computer that meets the software requirements, a regular practice routine, and the willingness to finish projects rather than abandon them at the first difficult step.

What you will be able to do

Each ability is practised in a project brief, not only demonstrated on screen.

  • Model and sculpt production-ready assets

    Build hard-surface and organic forms with clean topology and sensible UVs.

  • Texture and shade surfaces with confidence

    Use Substance Painter, Maya and Houdini to create believable materials.

  • Rig and animate a short character sequence

    Place joints, paint weights and polish an action from blockout to final.

  • Build procedural environments and effects

    Use Houdini to scatter, simulate and cache elements for a shot.

  • Light and render a finished scene

    Set up cameras, HDRI lighting and render passes for compositing.

  • Composite CG over live action in Nuke

    Key, roto, integrate and grade a shot with multi-pass renders.

  • Edit a showreel and breakdown

    Cut, sound-design and present your work for studio review.

  • Assemble a portfolio for studio applications

    Finish four projects and package them with clear breakdowns.

8
structured modules
48
recorded lessons
4
portfolio projects
2
years of study

The reference-first method

Every project in the programme starts before the software opens. You collect reference, break it into form, material and motion, and write a short shot plan. This is the habit that separates a finished portfolio piece from an unfinished experiment.

For a creature or animal study, for example, you look at silhouette, weight, surface texture and how the form changes in motion. You then block the shape in 3D, check it from multiple angles, and only move on when the proportions read clearly.

The same method applies to hard-surface props, environments and effects. Reference gives you a target; the shot plan gives you a route. The lessons show the route, and the project briefs ask you to walk it yourself.

  • Collect and annotate reference before modelling
  • Break a subject into primary, secondary and detail forms
  • Plan the pipeline from blockout to final render
  • Review your work against the brief, not against a tutorial
A black and white spotted horse with a flowing mane against a dark background

How the course works

The programme is delivered as recorded video lessons, project briefs and downloadable working files. There are no live classes or scheduled group sessions, so you can study at your own pace and return to any lesson when a project demands it.

Each module follows a similar rhythm: watch the demonstrations, open the project brief, complete the assignment, and check your result against the self-review rubric. The lessons show the technique; the briefs ask you to apply it to your own asset, shot or sequence.

You will need access to the software used in the lessons: Maya, Houdini, Nuke, Substance Painter, ZBrush, Photoshop, Illustrator, After Effects and Premiere Pro. The course does not include software licences, but the lessons are structured so you can follow along with the standard tools.

A computer with at least 32 GB of RAM and a GeForce 9xx-class graphics card is the minimum; an RTX 2060 or better is recommended for simulation and rendering work. If you are unsure, check the software vendors' current requirements before enrolling.

The programme

Eight modules, 48 recorded lessons and four portfolio projects. Each module ends with a brief that adds a finished piece to your reel.

  1. 1Module 1 — The 3D production pipelineSee how a shot moves from brief to final frame.
    • How a CG shot is planned: brief, reference and deliverable
    • Navigating the Maya and Houdini interfaces
    • Scene scale, units and file organisation
    • Blockout: building a shot from primitives
    • Cameras, focal length and composition in 3D
    • Reviewing a blockout against the brief
  2. 2Module 2 — Modelling and sculptingBuild clean assets that can be rigged, animated and rendered.
    • Hard-surface modelling: bevels, booleans and clean topology
    • Organic blockout in ZBrush
    • Sculpting primary and secondary forms
    • Retopology for animation and games
    • UV layout and texel density
    • Asset handoff: naming, layers and export
  3. 3Module 3 — Texturing, shading and look developmentCreate materials that read correctly under production lighting.
    • Reading reference for materials and wear
    • Substance Painter: base colour, roughness and metalness
    • Creating smart materials and masks
    • Shader setup in Maya and Houdini
    • Lighting a look-dev turntable
    • Rendering a material study
  4. 4Module 4 — Rigging, animation and lightingBring a character or prop to life with rigging, animation and light.
    • Skeleton basics and joint placement
    • Skinning and weight painting
    • Animation principles for a short action
    • Blocking, splining and polishing a shot
    • Three-point lighting and HDRI setup
    • Rendering a lit character sequence
  5. 5Module 5 — Procedural effects in HoudiniUse procedural tools to build environments and effects.
    • Procedural modelling with SOPs
    • Scattering and environment building
    • Particles and dynamics for dust and debris
    • Vellum and soft-body basics
    • Simulation caching and optimisation
    • Rendering effects passes for compositing
  6. 6Module 6 — Art technologies and presentationPresent your work with editing, sound and motion graphics.
    • Photoshop and Illustrator for concept and layout
    • After Effects for motion graphics and titles
    • Premiere Pro: editing a breakdown
    • Sound design for a showreel
    • Colour correction and technical image checks
    • Building a showreel edit and breakdown
  7. 7Module 7 — Compositing and postproduction in NukeIntegrate CG with live action and deliver a final shot.
    • Nuke interface and node graph
    • Keying and rotoscoping
    • Integrating CG with live action
    • Multi-pass rendering and AOVs
    • Colour matching and grain
    • Final delivery: formats, codecs and review
  8. 8Module 8 — Capstone project and portfolioComplete a capstone project and package your portfolio.
    • Choosing a capstone format: film, game or animation
    • Preproduction: concept, reference and shot list
    • 3D production: asset, animation and effects
    • Postproduction: composite, grade and sound
    • Building a portfolio page and breakdown
    • Self-review and packaging your reel

What you get

  • 48 recorded video lessons

    Step-by-step demonstrations across the full 3D and postproduction pipeline.

  • 8 project briefs

    Production-style assignments with clear deliverables and self-review rubrics.

  • Downloadable working files

    Scene files, reference boards and checklists to support each module.

  • Software guides

    Practical notes for Maya, Houdini, Nuke, Substance Painter and the Adobe tools.

  • Showreel and breakdown templates

    Structures for presenting finished work to studios.

  • Four portfolio projects

    A modelling piece, a character sequence, an effects shot and a capstone.

  • Lifetime access

    Return to the lessons whenever you need a refresher.

  • 14-day money-back guarantee

    Review the programme and request a refund within 14 days if it is not for you.

Hand holding a stylus on a drawing tablet beside a clay creature model on a desk
A quiet desk where a clay maquette and a drawing tablet sit side by side.

Is this programme for you?

This course is for you if…

  • Aspiring 3D artists who want a complete pipeline rather than isolated tutorials
  • Career changers with a design, art or technical background
  • Self-taught modellers who need to finish portfolio-ready shots
  • Game, film and animation enthusiasts who want production-style practice
  • Freelancers who want to add compositing and effects to their services

Probably not a fit if…

  • Anyone looking for live classes, personal mentoring or scheduled group feedback
  • People who cannot meet the computer and software requirements
  • Learners who want a quick single-topic course rather than a two-year programme
  • Anyone looking for a formal academic degree programme
  • People who are not ready to commit regular practice time to finish projects

After the programme

You finish with four portfolio projects and a showreel that demonstrates your range: a modelled and textured asset, a rigged and animated sequence, a procedural effects shot, and a capstone piece that combines 3D production with compositing.

More importantly, you finish with a working pipeline you can repeat. When a new brief arrives, you know how to read reference, plan the shot, choose the right tool, and hand your work to the next stage without guesswork.

The programme also covers presentation. You learn to edit a breakdown, add sound, correct colour and lay out a portfolio page, so that the work you have done is visible to the people who hire.

From there, the next step is your own: applying to studios, joining collaborative projects, or taking on freelance work with a reel that shows finished shots rather than unfinished experiments.

Questions before you enrol

How much time do I need each week?

Plan for around six to ten hours a week: roughly two hours of lessons and the rest for practice on the module brief. The programme is self-paced, so you can slow down during busy periods and return to the schedule later.

Do I need previous 3D experience?

No. The programme starts with pipeline basics and interface tours, then builds up through modelling, texturing, animation, effects and compositing. Basic computer confidence helps, and any previous art or design practice is an advantage.

What computer and software do I need?

A machine with at least 32 GB of RAM and a GeForce 9xx-class graphics card is the minimum; an RTX 2060 or better is recommended for simulation and rendering. You will also need access to Maya, Houdini, Nuke, Substance Painter, ZBrush and the Adobe tools used in the lessons. Software licences are not included.

How do I get access after payment?

Once your order is confirmed, you receive access to the course area with all recorded lessons, project briefs and downloadable files. There is nothing to schedule and no live session to attend, so you can start the first module the same day.

What format are the lessons in?

Lessons are recorded screen demonstrations with voice-over, supported by written briefs, reference boards and checklists. You follow along in your own software at your own speed, pausing and rewinding as needed.

Does the material stay available?

Yes. Your access does not expire, so you can revisit any lesson when a project requires a refresher or when you return to the programme after a break.

Is there a refund policy?

Yes. You have 14 days from purchase to review the programme and request a refund if it is not what you expected. Write to support with your order details and the request will be processed.

Will I receive feedback on my projects?

The programme is a self-study product: it includes self-review rubrics and checklists for every brief rather than personal reviews. You assess your work against the same criteria used in the lessons and iterate until the brief is met.

Can I combine the programme with a full-time job?

Yes. Because every lesson is recorded and there is no fixed timetable, you decide when to study. Many learners work through modules in the evenings and at weekends, and the project briefs can be spread over several weeks if your schedule is tight.

Start building your reel

Eight modules, 48 recorded lessons and four portfolio projects, ready when you are.