
IGNITE 3D PATHWAYS
Learn the foundations of 3D development for Animation & VFX with our upcoming 3D courses:
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3D Pathways for Animation & VFX
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From Beginner to Industry-Ready - Our 3D Pathways course takes you from foundational skills to industry-ready expertise through four tailored modules. Starting with the basics and progressing to advanced techniques, you’ll build a professional showreel in areas like modelling, animation, VFX, and environment design. By the end, you'll have the skills and portfolio needed to launch your career in 3D animation, visual effects, or game design.
Introduction to the 3D Pathways Program
Module 1 (Introduction)
4-Weeks, Full-Time Program
Date: TBC | Duration: 1-Week, Full Time | Cost: TBC
Applicant Profile
Complete novices – no experience in 3D
Aim of Module:
Overview of whats involved in becoming a 3D artist. What are the roles and areas that an artist could pursue in 3D. Getting familiar with the software interface and how to get started with some of the very basics. By the end of the module participants will have a better understanding of whats involved to become proficient as a 3D artist and if its something they are willing to commit to in the longer term to learn.
Module 2 - Basic (Basic Workflow)
6-Weeks, Full-Time Program
Date: TBC | Duration: 1-Week, Full Time | Cost: TBC
Applicant Profile
Little experience/ follow on from Intro Module
Aim of Module:
Having decided that they are committed to learning more, this module will start to give participants the foundation skills needed to become a 3D artist. They will not be specialising yet in a certain discipline. They will be given a taste of all areas of production in Maya. By the end of this module they will be able to think about which area they are most interested in and are most suited to. They can be guided by the tutor as to the direction they should follow.
Module 3 - Intermediate (Industry Workflow introduction)
6-Weeks, Full-Time Program
Date: TBC | Duration: 1-Week, Full Time | Cost: TBC
Applicant Profile
Some experience/ follow on from Basics
Aim of Module:
This module is building on the previous ones and also introducing other industry standard skills and software used in production. This is the final general module and at the end they will focus on a certain area to continue developing. They can be guided by the tutor as to the direction they should follow.
Module 4 - Specialised (Industry Workflow standard)
4/6-Weeks, Full-Time Program
Date: TBC | Duration: 1-Week, Full Time | Cost: TBC
Applicant Profile
Good Understanding/ follow on from intermediate
Aim of Module:
For the final pathways module, students will split off into specialised streams of classes that will go over their chosen discipline in more detail. This final module will bring them up to speed on industry standard practices and make them eligible for placement in a studio.
Course required Softwares
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Maya
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Renderman
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Arnold
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zBrush
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Substance Painter
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Photoshop
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Nuke
Area 1: Modelling Characters
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Good Reference
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Base Meshes
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Edge Flow
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Advanced Sculpting Techniques
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Retopologising
Area 2: Modeling Environments
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Set Design
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Ground Planes
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Seam management
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Heat Maps
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LOD Systems
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Proxy Systems
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Stand in Systems
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Creation of singular optimised set elements
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Populisation systems such as xGen and Mash
Area 3: Surfacing - (Character input Required)
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Good Reference
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Layered work
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Colour Space
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Map generation across spec, roughness, displacement, normal and SSS
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Map extraction and application inside maya
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UV mapping plugins
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Understanding scale for seams
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Creating tileables
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Texture file management (location as well as .tx management in scene)
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Generation of Viewport Textures
Area 4: Rigging - (Character input Required)
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Good Reference
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Rigging plugins
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Creating Modules
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Bipedal and quadrupedal rigging
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Correctives
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Blendshapes
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Auto Dynamic setups
Area 5: Lighting and Compositing - (Character and Environment input Required)
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Good Reference
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Lighting Theory
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Use of key, rim and fill lights
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Use of spots, area and directional
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Emission Shaders
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Character Lighting vs Environment Lighting
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Light linking
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AOV scene build
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Rendering using optimal render settings
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Compositing inside nuke
Area 6: Animation - (Rigged Character input Required)
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Good Reference
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Animation Theory
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Understanding scene complexity and emotion
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Control use and graph editor
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Blocking, tweening and clean up
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Grease pencil
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Animating spline vs stepped
Express your interest by February 28th, 2025
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