icon icon

Blender – 3D modelling

icon

Training process

Training needs analysis

If you have specific requirements regarding the training programme, we will carry out a training needs analysis for you. This will guide us on which aspects of the programme should receive greater emphasis, so that the training programme meets your specific needs.

What will you gain?

icon

Efficient Blender workflow - You will learn to navigate Blender comfortably, customize panels, shortcuts, and viewports, so you can work faster on everyday tasks and keep your workspace well organized.

icon

Confident object editing - You will master selection, grouping, object hierarchy, and both Object Mode and Edit Mode, so you can organize scenes cleanly and adjust every part of a model with confidence.

icon

Hands-on 3D modeling - You will practice core tools and modifiers such as Extrude, Bevel, Mirror, and Boolean, so you can build clean forms, control mesh density, and model symmetrical objects effectively.

icon

Stronger model topology - You will learn how to guide edge loops, avoid problematic triangles and n-gons, and transfer sculpted detail onto lighter meshes that are easier to texture, animate, or export.

icon

UVs and materials that work - You will create UV maps, place seams with purpose, and build PBR materials, so you can apply textures correctly and achieve believable surfaces for a wide range of object types.

icon

Realistic scenes and renders - You will understand how to light objects with lamps, emissive surfaces, and HDR images, and how to set up Cycles and Eevee to produce reliable previews and polished final renders.

icon

Camera and scene animation - You will learn to place cameras, animate movement with keyframes and paths, and use Timeline, Dope Sheet, and Graph Editor, so you can create clear and engaging shot sequences.

icon

Models ready for output - You will gain the skills to prepare models for presentation, export, and 3D printing, verify topology, and save your work in practical formats such as STL or OBJ when needed.

Training programme

1. Introduction to 3D graphics

  • interface — panels, workspaces and windows; configuring the interface according to one's own needs and the nature of the work,
  • preferences — configuring mouse and keyboard operation, keyboard shortcuts, system settings and add-ons,
  • navigating in the 3D scene — camera positioning and quick switching between viewport windows,
  • configuring the way objects are displayed in the 3D scene.

2. Basics of working with objects

  • selecting, creating, deleting and grouping objects,
  • managing the hierarchy of objects in the scene,
  • working in object mode and in edit mode,
  • components of the object/solid: vertices, edges, faces.

3. Basics of modeling

  • moving, rotating and scaling objects and their components,
  • modeling using key tools: Extrude, Inset, Bevel, Loop Cut, Knife,
  • modeling using key modifiers: Subdivision Surface, Solidify, Mirror, Boolean, Array, Simple Deform
  • modeling principles: building an object's mesh from quadrilaterals and avoiding triangles and n-gons, controlling the flow of edge loops,
  • modeling in symmetry,
  • controlling the density of the object's mesh.

4. Modeling in practice

  • general principles of creating organic and inorganic solids (hard surface modeling),
  • joining fragments of a solid with different cross-sections,
  • principles of modeling with regard to correct mesh topology,
  • supporting the process of modeling the object mesh with sculpting tools,
  • transferring sculpted surface details of the object onto a solid with simplified topology.

5. Introduction to PBR materials (short)/ creating photorealistic materials compliant with physics-based light rendering

  • discussion of material types and their specifics (Color, Roughness, Normal and AO, bump, displacement) (exercises).

6. Creating UV maps

  • general principles of creating an object's UV map,
  • planning the placement of the object's mesh cut edges (Mark seem),
  • creating single- and multi-element UV maps,
  • optimizing the UV map,
  • combining small fragments of the UV map into larger areas,
  • aligning the outer edges of the UV map.

7. Texturing

  • basics of creating materials using the Principled BRDF shader,
  • basics of the physics of surface reactions to light,
  • controlling light reflections and environmental reflections on the surface of an object,
  • scattering of light reflections,
  • angular reflections (anisotropic reflections),
  • creating smooth, “milky” and tinted transparent surfaces,
  • creating the effect of light penetrating the surface (subsurface scattering),
  • principles of creating basic types of surfaces: plastics, metals, glass, organic matter, wood, fabrics,
  • creating normal maps (normal map) and displacement maps (displacement map),
  • basics of creating your own textures from photos.

8. Lighting

  • creating a virtual studio — background, ground, atmospheric effects,
  • lighting of single objects,
  • lighting of groups of objects,
  • lighting using lamps and planes with emissive materials,
  • lighting using HDR images,
  • controlling the reach and range of light influence,
  • controlling the parameters of reflected light,
  • lightlinking.

9. Rendering

  • technical aspects of the image rendering process,
  • rendering using the processor and graphics card,
  • preview and final rendering,
  • configuring the parameters of the rendering camera,
  • rendering to layers,
  • rendering using the Cycles engine,
  • rendering using the Eevee engine.

10. Post-production/Compositing

  • exporting the final image to a format and parameters compliant with its intended use.

11. Camera and animation

  • discussion of camera functionalities / virtual camera vs physical camera (briefly),
  • setting up cameras in the scene and adjusting their parameters,
  • animating the camera by key points,
  • animating camera movement along a path,
  • creating a target camera constraint,
  • introduction to particle animation and simulation (particles system),
  • discussion of the functionality and specifics, Dope Sheet and Graph Editor,
  • working with the Timeline and keyframing values (introductory exercises),
  • animating the camera along a path – different techniques (exercise),
  • creating a camera shake effect / handheld camera shake effect,
  • animating DOF,
  • rendering a scene using multiple cameras,
  • animation in the context of lighting,
  • animating entire objects using animation keys,
  • what rigging is – skeleton and animation bones – basic concepts.

12. Plugins (Addons) and introduction to 3D printing

  • discussion of the most important addons with particular emphasis on the context of broadly understood modeling, material creation / work with textures, and lighting the virtual scene,
  • preparation of models for 3D printing, verification of the correctness of the solid mesh topology, optimization of vertices for correct 3D printing,
  • saving the project for printing as STL, OBJ format.

What are the prerequisites for participating in the training?

icon

Computer basics - You should be comfortable using a computer, keyboard, and mouse, managing files, and installing software, because the course assumes smooth work inside a desktop application.

icon

Basic file handling - You should know how to create folders, save projects, and locate files on your drive, so you can work smoothly with assets, textures, renders, and exported model files.

icon

Spatial awareness - You should understand basic spatial concepts such as rotation, scale, perspective, and object position, as this will help you model, place cameras, and work in a 3D scene.

icon

Graphics fundamentals - It is helpful if you know basic concepts related to digital images, light, and materials, so you can more easily understand texturing, lighting, and render preparation.