1. Course Description
This course introduces the basics of 3D modelling with practical, hands-on learning. Students will work with industry-standard tools like Autodesk Maya, Blender, ZBrush and game engines- Unity and Unreal Engine.
The course covers essential techniques including polygon modelling, NURBS, hard surface and organic sculpting, texturing with PBR, lighting, rendering, character rigging and animation. Students will also gain experience in environment creation, simulations and real-time rendering workflows.
By the end of the course, students will develop a professional portfolio and demo reel, preparing them to start careers in gaming, film, media and other creative industries.
2. General Objectives
Through this course, students shall be able to:
- Understand fundamental concepts, principles and workflows of 3D modelling, animation and production pipelines.
- Apply polygon, NURBS and sculpting techniques to create high-quality 3D models for games, film and interactive media.
- Develop proficiency in UV mapping, PBR texturing and shader creation using tools like Substance Painter and Blender.
- Configure lighting setups and produce high-quality renders using Cycles, EEVEE, Arnold and Unreal Engine's Lumen.
- Rig and animate 3D characters using IK/FK control systems, weight painting and keyframe animation workflows.
- Integrate 3D assets into Unity and Unreal Engine for real-time interactive applications and AR/VR experiences.
- Develop and present a professional 3D portfolio and demo reel meeting industry standards.
3. Methods of Instruction
General instructional techniques: Lecture, discussion, readings, demonstration and question answer sessions.
Specific instructional techniques: Practical implementation of tools, project-based learning, industry case studies and guest sessions from industry professionals.
4. Course Contents
| Specific Objectives | Content |
|---|---|
| Unit I: Introduction to 3D Graphics and Animation (4 Hrs.)
|
| Unit II: Principles of Design and Animation (4 Hrs.)
|
| Unit III: 3D Modelling Techniques (8 Hrs.)
|
| Unit IV: Texturing and Materials (6 Hrs.)
|
| Unit V: Lighting and Rendering Techniques (5 Hrs.)
|
| Unit VI: Rigging and Character Setup (5 Hrs.)
|
| Unit VII: Animation Techniques (6 Hrs.)
|
| Unit VIII: Environment and Scene Creation and Final Project Presentation (8 Hrs.)
|
5. Laboratory / Practical Activities
The following practical activities are to be conducted during laboratory sessions. Each session should cover a minimum of 1.5 hours of supervised laboratory work.
| S.N. | Lab | Practical Activity |
|---|---|---|
| 1 | Lab 1 | Introduction to Blender/Maya Interface: Navigate the 3D viewport, manage collections, use basic modelling tools, and set up project workspace. |
| 2 | Lab 2 | Polygon Modelling Basics: Create simple objects such as table, chair and room; practice extrude, bevel, loop cut and boolean operations. |
| 3 | Lab 3 | Hard Surface Modelling: Model a mechanical or architectural object using polygon and subdivision surface techniques, focus on edge flow and topology. |
| 4 | Lab 4 | Organic Character Modelling: Model a stylized character head and body using polygon modelling; apply subdivision and sculpting for detail refinement. |
| 5 | Lab 5 | Sculpting and Retopology: Use ZBrush or Blender sculpting to create a high-detail creature; retopologize to a game-ready low-poly mesh using RetopoFlow. |
| 6 | Lab 6 | UV Mapping and PBR Texturing: Unwrap a 3D model, bake normal and AO maps, create PBR materials in Substance Painter and import textured asset into Blender/Maya. |
| 7 | Lab 7 | Lighting and Rendering: Set up three-point lighting using HDRI and area lights; configure Cycles and EEVEE render settings; produce high-quality final renders. |
| 8 | Lab 8 | Rigging and Weight Painting: Rig a biped character with IK/FK controls; perform weight painting; test deformations with a walk and run poses. |
| 9 | Lab 9 | Character Animation: Animate a rigged character performing a walk cycle and run cycle; refine curves in the Graph Editor for natural motion. |
| 10 | Lab 10 | Visual Effects Simulation: Create particle effects, fire, smoke, cloth and rigid body simulations; bake and render the simulation. |
| 11 | Lab 11 | Environment Scene Creation: Build an outdoor environment using terrain sculpting, modular assets, scatter systems, foliage, and atmospheric lighting in Blender/Unreal Engine. |
| 12 | Lab 12 | Rendering and Compositing: Set up render passes, composite renders in Blender Compositor or After Effects; apply color grading and lens effects. |
| 13 | Lab 13 | Game Engine Integration: Import 3D models, textures and animations into Unity or Unreal Engine; set up a walkable, interactive scene with real-time lighting. |
| 14 | Lab 14 (Final) | Capstone Portfolio Project and Demo Reel: Complete a final 3D project integrating modelling, texturing, rigging, animation, and VFX; produce a professional demo reel and portfolio. |
Note:
- Students are motivated to integrate all laboratory activities into a final capstone portfolio project.
- Students must maintain a laboratory report documenting observations, screenshots, and reflections for each session.
- Final Demo Reel (Lab 14) must be submitted as an edited video file of 1–3 minutes duration showcasing best work.
6. Evaluation system and Student’s Responsibility
In addition to the formal exam, the internal evaluation of a student may consist of assignments, lab reports, projects, class participation etc. The tabular presentation of the internal evaluation is as follows.
| Internal Evaluation | Weight | Marks | External Evaluation | Marks |
|---|---|---|---|---|
| Theory | 30 | Semester End | 50 | |
| Attendance & Class Participation | 10% | 3 | ||
| Assignments | 20% | 6 | ||
| Presentations/Quizzes | 10% | 3 | ||
| Internal Assessment | 60% | 18 | ||
| Practical | 20 | |||
| Attendance & Class Participation | 10% | 2 | ||
| Lab Report/Project Report | 20% | 4 | ||
| Practical Exam/Project Work | 40% | 8 | ||
| VIVA | 30% | 6 | ||
| Total Internal | 50 | |||
| Full Marks: 50+50 = 100 |
7. Student’s Requirements
Each student must secure at least 45% marks separately in both internal assessment and practical evaluation with a minimum of 80% attendance in the class in order to appear in the Semester End Examination. Failing to get such score will be given NOT QUALIFIED (NQ) to appear the Semester-End Examinations. Students are advised to attend all the classes, formal exam, test, etc. and complete all the assignments within the specified time period.
Students are required to complete all the requirements defined for the completion of the course.
8. Prescribed Textbooks and References
Prescribed Textbooks
- Slick, J. (2020). The Complete Guide to Blender Graphics: Computer Modeling and Animation (5th Edition). CRC Press / Taylor & Francis.
- Chandler, S. (2019). Introducing Autodesk Maya 2020: Autodesk Official Press. Sybex / Wiley.
- Palamar, T. (2019). Mastering Autodesk Maya 2020. Sybex / John Wiley & Sons.
- Flavell, L. (2010). Beginning Blender: Open Source 3D Modeling, Animation, and Game Design. Apress.
Reference Books
- Williams, R. (2009). The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators. Faber & Faber.
- Thomas, F., & Johnston, O. (1981). The Illusion of Life: Disney Animation. Disney Editions.
- Chopine, A. (2011). 3D Art Essentials: The Fundamentals of 3D Modeling, Texturing, and Animation. Focal Press / Elsevier.
- Holt, V. (2022). Blender 3D Incredible Machines: A step-by-step guide to hard surface modeling for creating 3D models. Packt Publishing.
- Autodesk. (2024). Autodesk Maya Official Documentation and Help System.
- Blender Foundation. (2024). Blender Reference Manual. Retrieved from https://docs.blender.org/manual
- Epic Games. (2024). Unreal Engine 5 Documentation. Retrieved from https://docs.unrealengine.com
- Unity Technologies. (2024). Unity Manual. Retrieved from https://docs.unity3d.com/Manual