Introduction

  • Grasp the complete 3-D production pipeline—from modelling and UV mapping through rigging, animation, lighting, rendering, and real-time deployment—so students see how every phase connects.
  • Achieve tool proficiency in industry software (Autodesk Maya, Blender, and Unity), enabling learners to switch comfortably between DCC packages and game engines while following best-practice workflows.
  • Create clean, efficient 3-D geometry by mastering primitive types, editing tools (extrude, bevel, loop-cut, sculpt, etc.), and topology rules for both hard-surface props and organic characters.
  • Unwrap, texture, and shade assets convincingly, applying UV-mapping strategies, texture-map types (albedo, normal, roughness, etc.), and physically based shading to reach targeted visual styles or realism.
  • Light, render, and composite scenes for mood and readability, selecting appropriate light types, HDRIs, and render-engine settings (Cycles, Eevee, Arnold) to achieve cinematic or real-time quality outputs.
  • Rig characters and mechanical models for animation, building joint hierarchies, skin weights, deformers, and IK/FK systems that support expressive facial/body motion and technical accuracy.
  • Animate believable motion and performances, employing pose-to-pose and straight-ahead techniques, graph-editor refinement, timing/spacing principles, and asset-management discipline.
  • Integrate and script assets in Unity, using prefabs, particle systems, lighting, and C# scripts to create interactive scenes, optimize performance, and prepare multi-platform builds.
  • Collaborate effectively on 3-D projects, applying version control, asset-naming conventions, milestones, and peer review to keep a production on schedule.
  • Deliver a polished capstone project that demonstrates concept development, technical execution, debugging, and final presentation skills equivalent to entry-level studio or indie-game standards.

What you’ll learn ?

  • Create clean, production-ready hard-surface and organic models in Maya / Blender, selecting appropriate primitives, edit tools (extrude, bevel, loop-cut, sculpt, etc.) and maintaining correct topology and scale.
  • Unwrap complex assets, generate and apply PBR texture maps (albedo, normal, roughness, metallic, emission) and build physically-based materials in both offline (Arnold / Cycles) and real-time (Eevee / Unity) workflows.
  • Configure key, fill, rim and HDRI setups; choose render engines and settings; and output stills or sequences that communicate mood, depth and readability for interior, exterior and product scenes.
  • Construct joint hierarchies, skin weights, deformers, constraints and IK / FK switches to deliver animation-ready rigs for bipeds, quadrupeds and mechanical props, including basic facial controls.
  • Animate convincing body mechanics, facial performance and camera moves using pose-to-pose, straight-ahead and graph-editor refinement, applying weight shift, timing / spacing and follow-through principles.
  • Import optimised assets, set up prefab hierarchies, materials, lighting and particle systems; write C# scripts for interaction; and build playable scenes for desktop or mobile deployment.
  • Diagnose and improve performance through polygon budgeting, LODs, light-baking, texture packing and profiling tools to keep projects within target platform budgets.
  • Apply asset-naming conventions, version control, milestones and task tracking to collaborate effectively in multi-disciplinary teams from pre-production through final delivery.
  • Evaluate personal and peer work against aesthetic, technical and user-experience criteria, delivering constructive critiques and iterating to improve quality.
  • Plan, build, test and present a polished short film or interactive level that integrates modelling, texturing, rigging, animation, lighting and scripting, demonstrating readiness for entry-level studio or indie-game roles.

Syllabus

MAYA Basics and Introduction to Modelling
  • Downloading and Installation of Maya
  • Differences between 2D and 3D
  • Software Interface and Navigation
  • Perspective, Control and Viewport Understanding
  • Introduction to Modelling
  • Type of Primitives and Its Uses
  • Modelling Tools (Extrude, Bevel, Bridge, Connect)
  • Modelling Tools (Combine, Separate, Fill, Mirror)
  • Model a Props
  • Geometry of Model Study
  • Understanding UV Mapping
  • UV Unwrapping and Its Type
  • UV Unwrapping of 3d Model
  • Basics of Texturing
  • Introduction to Material and Its Type
  • Different Types Texture Maps
  • Introduction to Lighting
  • Types of Lights in Maya
  • Setting up Lighting for Scenes
  • Rendering Settings
  • Case Study on Lighting and Texturing
  • Introduction of Rigging
  • Creating Joint Structures of Face
  • Creating Joint Structures of Body
  • Skinning and Weight Painting
  • Setting up Controllers for Animation
  • IK/FK Setup
  • Facial Rigging Basics
  • Deformers in Rigging
  • Advanced Character Rigging Techniques
  • Rigging for Mechanical Models
  • How to Rig in Production Pipeline
  • Conceptualizing a 3D animation project
  • Asset Management
  • Asset creation
  • Human character poses
  • Pose to pose animation
  • Straight ahead animation
  • Graph Adjustment
  • Weight Shifting Push
  • Character Animation
  • Timeline and milestones
  • Collaborative aspects of production
  • Blender Introduction and Installation
  • Introduction to 3D modelling
  • Types of 3D Models – Mesh and NURBS Models
  • Type of Object
  • Modelling Tools
  • Modelling Techniques
  • Creating simple 3D models
  • Geometry of Model
  • Model a Props
  • Edit a Model
  • Understand Sculpting
  • Sculpting for Character
  • Introduction to renderer Engine Cycle
  • Introduction to renderer Engine EEVEE
  • Why Lighting in Important
  • Understanding Lighting
  • Basics of 3D lighting
  • Types of Point Light, Sun Light.
  • Types of Spot Light, Area Light.
  • Different Lighting effects
  • Lighting setup for Interior and Exterior Scene
  • Enhancing mood with lighting
  • Working with HDRI
  • Image Based Lighting
  • Understanding Shading Workspace, UV Mapping, Texture Painting
  • Applying Material to Object
  • Understand Different Maps
  • Applying textures to 3D models
  • UV Mapping
  • Unwrapping Model
  • Understanding Perspectives
  • Principles of 3D Composition
  • Navigating in 3D Space
  • Viewport Control
  • Camera Angles and Movements
  • Introduction to Mesh Modeling
  • Selecting Mesh Components
  • Joining & Merging a Mesh
  • Extrude Tool
  • Bevel Tool
  • Loop Cut Tool
  • Subdivision Surface Modifier
  • Demo of Modeling a Prop
  • Introduction to Materials
  • Principled BSDF Shader
  • Understanding the Shader Nodes Editor
  • Demonstrating a few types of surfaces
  • Introduction to Textures
  • Basics of UV Unwrapping
  • Using Image Textures in Materials
  • Creating Procedural Textures
  • Using Normal Map & Bump Map
  • Introduction to Lighting
  • Sun Light
  • Spot Light
  • Understanding HDRI Map
  • Introduction to Animation
  • Introduction to Rendering in Blender
  • Animating Object Transforms
  • Setting Up the Render Engine
  • Understanding Render Resolution and Aspect Ratio
  • Installing and understanding Unity
  • Unity Interface and Navigation
  • Basic Object Manipulation
  • Unity Workflow Overview
  • Creating Basic 3D Objects
  • Using the Transform Tools
  • Organizing Assets in Unity
  • Applying Materials and Textures
  • Saving and Exporting Projects
  • Case Study 1: Creating a Simple Scene
  • Unity’s 3D Coordinate System
  • Navigating Unity’s Scene View
  • Creating and Modifying Objects in Unity
  • Using Move, Rotate, and Scale Tools
  • Introduction to Unity’s Prefabs
  • Managing Scenes and Lighting
  • Using Layers and Tags in Unity
  • Adding Colliders and Rigid body Components
  • Creating Animations in Unity
  • Case Study 2: Designing a Game Level Layout
  • Using Unity Asset Store
  • Advanced Object Manipulation
  • Creating Custom Scripts in Unity
  • Working with Particle Systems
  • Setting Up Lighting for Realism
  • Creating Interactions with Scripts
  • Optimizing Performance
  • Exporting Projects for Multiple Platforms
  • Debugging and Error Handling
  • Case Study 3: Designing a Fully Interactive Scene
  • Unity Collaboration Tools
  • Using Timeline for Cinematics
  • Preparing Assets for Presentation
  • Annotating Projects in Unity
  • Setting up Multiplayer Components
  • Using Unity Recorder for Animations
  • Importing and Exporting Assets
  • Enhancing Visuals with Post-Processing
  • Optimizing Game Performance
  • Case Study 4: Multiplayer Game Setup
  • Capstone Project Overview
  • Planning and Setting Up the Project
  • Creating Detailed Game Levels
  • Applying Advanced Textures and Materials
  • Lighting and Post-Processing for Final Output
  • Scripting Advanced Interactions
  • Testing and Debugging
  • Finalizing and Exporting the Project
  • Reviewing the Final Project
  • Case Study 5: Presenting the Final Game Project

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