4E Virtual DesignCultural & Creative Industries Skillnet

4E Virtual DesignTraining program8 October 2026

Blender Workshop Program

A recommended but optional, repeatable 2-hour intro workshop sits ahead of a 28-week, 3-hours-a-week online course covering the full Blender pipeline, with extra weight on Grease Pencil, simulation and scripting.

84course hours
28weekly sessions
9phases
3terms
01

Program at a glance

The full course is 84 hours across nine phases, run as three terms: weeks 1–10, 11–18 and 19–28, with a break between each.

PhaseWeeksHoursFocus
1. Foundations1–26Introduction, interface, objects, modifiers, workflow habits
2. Modelling3–612Topology, hard surface, sculpting, retopology
3. Look development7–1012UVs, shaders, texturing, lighting, rendering
4. Animation and rigging11–1412Keyframes, graph editor, rigging, character animation
5. Grease Pencil15–1662D drawing and animation, 2D in 3D, mixed pipelines
6. Procedural17–186Geometry Nodes
7. Simulation19–219Rigid body, cloth, fluids, smoke, fire, particles, hair
8. Scripting22–249Python, bpy, operators and panels, addons
9. Pipeline and capstone25–2812Compositing, real-time export, capstone project
02

Intro workshop · 2 hours, repeatable

Every participant leaves with one finished render and a saved .blend file, starting from Blender's default startup scene, so nothing needs to be downloaded.

TimeBlockWhat happens
0:00–0:10Welcome and setup checkBlender installed, preferences set, default startup scene open
0:10–0:25What Blender can doShort tour of modelling, animation, Grease Pencil, simulation, scripting
0:25–0:45Interface and navigationWorkspaces, viewport movement, selecting, move/rotate/scale
0:45–1:20Guided buildTurn the default cube into a simple prop: extrude, loop cut, bevel, Subdivision Surface modifier
1:20–1:35Material and lightOne shader, one light setup
1:35–1:45Render and saveEevee render, file saving habits
1:45–2:00Showcase and next stepsShare renders, pathways into the full course, short placement poll
03

Entry and pathways

The intro workshop is recommended but not essential, because week 1 covers the same introduction for everyone. Professional 2D artists can take a shorter route straight to Grease Pencil, and the simulation and scripting phases can be taken as focused blocks.

PathwayWho it suitsRouteHours
Full pipelineBeginners wanting everythingOptional intro, then weeks 1–2884 (+2 optional)
2D fast-trackProfessional 2D artistsOptional intro, weeks 1–2, 11, 15–1615 (+2 optional)
Simulation blockAnyone needing FXOptional intro, weeks 1–2, 19–2115 (+2 optional)
Scripting blockTechnical artists, developersOptional intro, weeks 1–2, 22–2415 (+2 optional)
04

Week-by-week schedule

Each row is one 3-hour session. Rigging, Geometry Nodes, simulation and scripting get two or three weeks because they are where learners usually stall. A one-hour office hour runs every week, and the 1:1 column shows the weeks when each round of individual sessions takes place.

WeekPhaseTopicBy the end, participants can1:1
1FoundationsWelcome and introduction, interface, navigation, objectsBuild and organise a scene with confident viewport control
2FoundationsModifiers and non-destructive workflowComplete a first scene using a modifier stack
3ModellingPolygon modelling, topology, edge flowModel clean, quad-based forms
4ModellingHard surface: booleans, bevels, modifier stacksModel a mechanical or architectural object
5ModellingSculpting: brushes, multires, dynamic topologySculpt an organic formRound 1
6ModellingRetopology and cleanupTurn a sculpt into production-ready geometryRound 1
7Look developmentUV unwrappingUnwrap models with efficient, low-distortion UVs
8Look developmentShader nodes and PBR materialsBuild realistic materials in the shader editor
9Look developmentTexture painting and procedural texturesPaint and generate textures for a finished asset
10Look developmentLighting, cameras, Eevee and CyclesLight and render a polished still
11AnimationKeyframes, dope sheet, graph editor, timingAnimate objects with controlled timing and spacing
12RiggingArmatures, parenting, weight paintingBuild and skin a basic rig
13RiggingIK/FK, constraints, drivers, shape keysBuild an animator-friendly control rigRound 2
14AnimationCharacter animation, walk cycle, NLAAnimate a rigged character through a cycleRound 2
15Grease PencilDrawing tools, layers, frame-by-frame animationDraw and animate in 2D inside Blender
16Grease Pencil2D in 3D, effects, mixed 2D/3D scenesCombine hand-drawn and 3D elements in one render
17ProceduralGeometry Nodes: attributes, fields, instancingBuild a reusable procedural setup
18ProceduralGeometry Nodes: scattering, curves, node groupsCreate a procedural environment or effect
19SimulationRigid body, soft body, cloth, cachingSet up and bake physical simulations
20SimulationFluids, smoke, fireSimulate liquids and gaseous effectsRound 3
21SimulationParticles, hair, force fields, simulation zonesDirect particle and procedural simulationsRound 3
22ScriptingPython console, bpy data API, automationScript repetitive tasks
23ScriptingOperators, properties, panels, UIBuild custom tools with their own interface
24ScriptingAddon structure, handlers, packagingShip a working installable addon
25PipelineCompositing, render passes, video sequence editorFinish renders with post-production
26PipelineReal-time export: GLB/glTF, optimisation, Unity and WebXR handoffDeliver assets to real-time and XR platformsRound 4
27CapstoneProject planning, build, mentor check-insDevelop a portfolio-grade projectRound 4
28CapstoneCompletion, presentations, showcasePresent finished work
05

Online delivery

Every 3-hour session follows the same shape, so participants know what to expect and the workload stays manageable on screen.

MinutesBlockPurpose
15Recap and questionsReview last week's take-home work
40Live demonstrationInstructor builds while explaining
10BreakScreen rest
60Guided practiceParticipants follow along, help requested in the chat or breakout rooms
35ChallengeA short independent task on the same skill
20Wrap-upShare results, set the take-home task

Supporting arrangements

  • Record every session and publish a starter .blend file before each one.
  • Keep one shared channel for asynchronous help between sessions.
  • Pin one Blender version per term so menus and tools match on every screen.
  • Consider 4E Synkron Live to broadcast the instructor's Blender view and let participants share theirs for quick checks.
06

Mentorship and support

Every participant gets individual time throughout the course: four 30-minute 1:1 sessions plus a weekly one-hour office hour open to everyone. The course is sized for up to 20 participants, so each 1:1 round takes 10 hours and is spread across two weeks.

RoundWeeksFocus
15–6Goals, setup check, review of early modelling work
213–14Look development and animation review, choosing a specialism route
320–21Specialism check in Grease Pencil, simulation or scripting, capstone topic agreed
426–27Capstone review and next steps

How the load stays balanced

  • Group sessions stay at 3 hours. Individual help moves into the 1:1 slots and the office hour rather than eating into live practice time.
  • Each round runs over two weeks, about 5 hours a week at 20 participants and 3.75 at 15.
  • The office hour is weekly and open to all; participants bring a file or a question.
  • At 20 participants the total is 152 contact hours over 28 weeks: 84 group, 28 office hour and 40 mentoring, about 5.4 hours a week.