

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
Introduction to Texturing & Lighting
- 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 to Rigging
- 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
Basic to Advance Animation
- 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
Basics of 3D Modelling
- 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
Lighting Techniques in 3D
- 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
Mastering 3D Navigation, Texturing, and Composition in Blender
- 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
Modeling and Materials Mastery in Blender
- 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
Advanced Texturing, Lighting, and Rendering Techniques in Blender
- 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
Introduction to Unity
- 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
Understanding 3D Space and Unity Workflow
- 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
Advanced Tools and Techniques in Unity
- 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
Collaboration and Presentation in Unity
- 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
- 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
