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

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.
Each ability is practised in a project brief, not only demonstrated on screen.
Build hard-surface and organic forms with clean topology and sensible UVs.
Use Substance Painter, Maya and Houdini to create believable materials.
Place joints, paint weights and polish an action from blockout to final.
Use Houdini to scatter, simulate and cache elements for a shot.
Set up cameras, HDRI lighting and render passes for compositing.
Key, roto, integrate and grade a shot with multi-pass renders.
Cut, sound-design and present your work for studio review.
Finish four projects and package them with clear breakdowns.
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.

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.
Eight modules, 48 recorded lessons and four portfolio projects. Each module ends with a brief that adds a finished piece to your reel.
Step-by-step demonstrations across the full 3D and postproduction pipeline.
Production-style assignments with clear deliverables and self-review rubrics.
Scene files, reference boards and checklists to support each module.
Practical notes for Maya, Houdini, Nuke, Substance Painter and the Adobe tools.
Structures for presenting finished work to studios.
A modelling piece, a character sequence, an effects shot and a capstone.
Return to the lessons whenever you need a refresher.
Review the programme and request a refund within 14 days if it is not for you.

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