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Blender Course - 3D Modeling for Games

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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?

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Confident Blender workflow - You will learn to navigate Blender’s interface efficiently, manage views and tools, and handle everyday tasks faster and with more confidence from the very first exercises.

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Game-engine-ready models - You will learn how to build assets for Unity and Unreal so your models stay clean, lightweight, and properly prepared for the next steps in a real-time game production pipeline.

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Clean UV layouts - You will practice UV mapping in a practical way, so you can unwrap meshes correctly, place textures with confidence, and prepare models for painting and export without guesswork.

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Texturing in Substance Painter - You will go through the full Substance 3D Painter workflow, from model prep and map baking to creating materials, masks, and generators, then exporting textures for a target engine.

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Animation and rigging basics - You will create simple animations and work with shape keys, rigging, and constraints, so you can bring an object to life and prepare it for use in a scene or a game prototype.

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Reliable asset export - You will understand how to export models and animations to Unity and Unreal, helping you avoid common issues with scale, orientation, materials, and file structure after import.

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Stronger model presentation - You will learn the basics of lighting, camera setup, and object presentation, so you can showcase your work in a more professional way for a portfolio or for client review.

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Broader production toolkit - You will explore useful plugins, extra tools, and possible career paths, making it easier to plan your next learning steps and choose a direction in 3D art for games.

Training programme

1. Blender 3D - interface from scratch

2. Basics of working with objects

3. Modeling for graphics engines

4. UV Mapping

5. Materials/Shaders introduction to PBR (Physically Based Rendering)

6. Introduction to the Substance 3D Painter program

  • interface,
  • mesh optimization, uv maps before import to Painter,
  • creating materials,
  • using available resources,
  • using filters, masks and generators,
  • creating smartmaterials,
  • using anchor’s,
  • introduction to UDIM’s,
  • Baking - map baking,
  • Baking - transferring information from an object with a dense mesh structure->lowpoly,
  • available painting tools,
  • exporting textures for a specific graphics engine.

7. Painting

8. Basics of animation

9. Shape Keys, Rigging

10. Constraints: use in animation

11. Export of the model to the Unity/Unreal graphics engine

  • object export,
  • animation export,
  • creating a simple scene,
  • camera animation.

12. Physics and simulations

13. Lighting

14. Facility presentation

15. External plugins and software

16. Possible directions of professional development

What are the prerequisites for participating in the training?

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Basic computer skills - You should be comfortable using your operating system, installing software, managing files and folders, and working with a keyboard and mouse without technical issues.

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Confident file management - You should understand how to save, copy, and organize project files so you can work smoothly with models, textures, and exported assets across multiple programs.

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Basic 3D graphics awareness - It helps if you recognize terms such as object, mesh, material, texture, and animation, because this will make it easier for you to follow the pace of the training.

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Readiness for hands-on practice - You should be ready to repeat demonstrated steps on your own, test settings, and fix mistakes, because the training is based on practical, task-driven work.