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Advance 3D Animation (3D Modeling) - Syllabus

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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 ObjectivesContent
  • Explain the history and evolution of 3D computer graphics.
  • Differentiate between 2D and 3D graphics and raster and vector.
  • Describe the 3D coordinate system (X, Y, Z axes) and scene structure.
  • Identify key applications of 3D modelling in games, film, AR/VR and architecture.
  • Recognize industry-standard tools such as Autodesk Maya, Blender.

Unit I: Introduction to 3D Graphics and Animation (4 Hrs.)

  1. History and evolution of 3D computer graphics
  2. Applications: film & animation, game development, architecture, AR/VR and simulation
  3. Comparison: 2D vs. 3D graphics, raster vs. vector in 3D contexts
  4. 3D coordinate system
  5. Industry-standard software overview:
  6. File formats: OBJ, FBX, GLTF, STL, USD and their usage and compatibility
  • Apply principles of visual design: balance, contrast, proportion and rhythm.
  • Understand color theory and its application in 3D scenes.
  • Explain the 12 principles of animation and apply to simple 3D objects.
  • Create storyboards and simple animatics.

Unit II: Principles of Design and Animation (4 Hrs.)

  1. Fundamentals of visual design
  2. Color Theory: hue, saturation, value, color harmonies, application in 3D
  3. The Principles of Animation
  4. Applying animation principles to 3D characters and objects
  5. Storyboarding and animatics for 3D productions
  • Create 3D models using polygon, NURBS and subdivision surface methods.
  • Model hard surface objects such as mechanical parts and architectural elements.
  • Model organic forms (characters and creatures) using sculpting tools.
  • Apply modelling best practices: edge flow, topology, polygon count optimization.
  • Prepare models for rendering (high-poly) and game engines (low-poly).

Unit III: 3D Modelling Techniques (8 Hrs.)

  1. Fundamentals of polygon modelling
  2. Polygon modelling workflow
  3. Subdivision surface modelling (Sub-D) for smooth curves
  4. NURBS modelling:
  5. Hard surface modelling
  6. Organic modelling
  7. Digital sculpting
  8. Retopology
  9. Level of Detail (LOD) modelling for real-time game engines (Unity/Unreal Engine)
  • Perform UV unwrapping to prepare models for texture application.
  • Create and apply PBR (Physically Based Rendering) materials.
  • Understand texture maps: diffuse, normal, roughness, metallic, AO, emission.
  • Implement procedural textures.
  • Optimize textures for use in game engines and real-time rendering.

Unit IV: Texturing and Materials (6 Hrs.)

  1. Introduction to UV mapping
  2. UV unwrapping techniques
  3. Physically Based Rendering (PBR) theory
  4. Texture map types
  5. Texture painting
  6. Shader node networks
  7. Procedural textures and noise-based material creation
  8. Texture baking
  9. Applying materials in Unity and Unreal Engine
  • Set up and configure 3D lighting rigs using various light types.
  • Apply global illumination, HDR lighting and image-based lighting (IBL).
  • Configure render engines: Cycles (Blender), Arnold (Maya), EEVEE for real-time.
  • Adjust render settings for quality and performance optimization.
  • Understand physically based lighting principles.
  • Set up cameras for render output including depth of field and motion blur.

Unit V: Lighting and Rendering Techniques (5 Hrs.)

  1. Lighting fundamentals
  2. Light types: Point, Spot, Area, Sun/Directional, Hemisphere; use cases for each
  3. Three-point lighting setup: key light, fill light, rim/back light
  4. High Dynamic Range (HDRI) and Global illumination (GI)
  5. Camera settings: focal length, depth of field, aperture, motion blur
  6. Render engines overview: Cycles (unbiased path tracer), EEVEE (real-time PBR), Arnold, V-Ray
  7. Render settings: samples, denoising, render passes (diffuse, specular, shadow, Z-depth)
  8. Post-Production: Compositing, color grading, lens effects.
  • Create and configure armatures (skeletons) for character rigging.
  • Apply weight painting for accurate mesh deformation.
  • Set up inverse kinematics (IK) and forward kinematics (FK) control rigs.
  • Create facial rigs using shape keys and blend shapes.
  • Rig mechanical objects and vehicles for animation.
  • Export rigs for engines.

Unit VI: Rigging and Character Setup (5 Hrs.)

  1. Introduction to rigging
  2. Creating a biped (humanoid) skeleton
  3. Skinning and weight painting
  4. Inverse Kinematics (IK
  5. Forward Kinematics (FK)
  6. Control rig creation
  7. Facial rigging
  8. Exporting rigged characters
  • Create keyframe animations in the Dope Sheet and Graph Editor.
  • Apply the principles of animation (timing, spacing, easing) to 3D animation.
  • Produce character walk cycles, run cycles, and basic action sequences.
  • Use the Non-Linear Animation (NLA) editor for combining animations.
  • Apply physics-based animation: rigid body and cloth simulations.
  • Retarget motion capture data onto custom character rigs.

Unit VII: Animation Techniques (6 Hrs.)

  1. Keyframe animation fundamentals
  2. Dope Sheet
  3. Graph Editor: F-curves, interpolation modes (linear, bezier, constant), easing curves
  4. Applying timing and spacing: slow in/slow out, arcs of motion
  5. Walk and run cycles: contact, down, passing, up positions; timing differences, body mechanics
  6. Facial animation: shape key animation, lip sync fundamentals, emotions
  7. Non-Linear Animation (NLA) Editor: action stacking, blending, repeating clips
  8. Physics-based animation: rigid body dynamics, constraints and cloth simulation: cloth settings, collision, pinning, wind forces
  • Assemble environments and small scenes.
  • Apply terrain modelling and landscape sculpting techniques.
  • Use asset libraries and scatter systems to populate environments.
  • Set up scenes in Unreal Engine and Unity with lighting and atmosphere.
  • Optimize environment assets for real-time game engines.
  • Render final scenes.
  • Integrate modeling, texturing, lighting and animation.

Unit VIII: Environment and Scene Creation and Final Project Presentation (8 Hrs.)

  1. Environment design principles: scale, storytelling, mood, natural vs. urban
  2. Terrain modelling: displacement, sculpting, heightmaps; Blender terrain tools
  3. Modular asset creation for environments: tiling, snapping, modular kit workflow
  4. Scene optimization: occlusion culling, LOD groups, draw call batching
  5. Integrate modeling, texturing, lighting and animation; render final images/videos
  6. Presentation of final project, peer review, and critique

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.LabPractical Activity
1Lab 1Introduction to Blender/Maya Interface: Navigate the 3D viewport, manage collections, use basic modelling tools, and set up project workspace.
2Lab 2Polygon Modelling Basics: Create simple objects such as table, chair and room; practice extrude, bevel, loop cut and boolean operations.
3Lab 3Hard Surface Modelling: Model a mechanical or architectural object using polygon and subdivision surface techniques, focus on edge flow and topology.
4Lab 4Organic Character Modelling: Model a stylized character head and body using polygon modelling; apply subdivision and sculpting for detail refinement.
5Lab 5Sculpting and Retopology: Use ZBrush or Blender sculpting to create a high-detail creature; retopologize to a game-ready low-poly mesh using RetopoFlow.
6Lab 6UV 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.
7Lab 7Lighting and Rendering: Set up three-point lighting using HDRI and area lights; configure Cycles and EEVEE render settings; produce high-quality final renders.
8Lab 8Rigging and Weight Painting: Rig a biped character with IK/FK controls; perform weight painting; test deformations with a walk and run poses.
9Lab 9Character Animation: Animate a rigged character performing a walk cycle and run cycle; refine curves in the Graph Editor for natural motion.
10Lab 10Visual Effects Simulation: Create particle effects, fire, smoke, cloth and rigid body simulations; bake and render the simulation.
11Lab 11Environment Scene Creation: Build an outdoor environment using terrain sculpting, modular assets, scatter systems, foliage, and atmospheric lighting in Blender/Unreal Engine.
12Lab 12Rendering and Compositing: Set up render passes, composite renders in Blender Compositor or After Effects; apply color grading and lens effects.
13Lab 13Game Engine Integration: Import 3D models, textures and animations into Unity or Unreal Engine; set up a walkable, interactive scene with real-time lighting.
14Lab 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 EvaluationWeightMarksExternal EvaluationMarks
Theory 30Semester End50
Attendance & Class Participation10%3  
Assignments20%6  
Presentations/Quizzes10%3  
Internal Assessment60%18  
Practical 20  
Attendance & Class Participation10%2  
Lab Report/Project Report20%4  
Practical Exam/Project Work40%8  
VIVA30%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

  1. Slick, J. (2020). The Complete Guide to Blender Graphics: Computer Modeling and Animation (5th Edition). CRC Press / Taylor & Francis.
  2. Chandler, S. (2019). Introducing Autodesk Maya 2020: Autodesk Official Press. Sybex / Wiley.
  3. Palamar, T. (2019). Mastering Autodesk Maya 2020. Sybex / John Wiley & Sons.
  4. Flavell, L. (2010). Beginning Blender: Open Source 3D Modeling, Animation, and Game Design. Apress.

Reference Books

  1. 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.
  2. Thomas, F., & Johnston, O. (1981). The Illusion of Life: Disney Animation. Disney Editions.
  3. Chopine, A. (2011). 3D Art Essentials: The Fundamentals of 3D Modeling, Texturing, and Animation. Focal Press / Elsevier.
  4. Holt, V. (2022). Blender 3D Incredible Machines: A step-by-step guide to hard surface modeling for creating 3D models. Packt Publishing.
  5. Autodesk. (2024). Autodesk Maya Official Documentation and Help System.
  6. Blender Foundation. (2024). Blender Reference Manual. Retrieved from https://docs.blender.org/manual
  7. Epic Games. (2024). Unreal Engine 5 Documentation. Retrieved from https://docs.unrealengine.com
  8. Unity Technologies. (2024). Unity Manual. Retrieved from https://docs.unity3d.com/Manual