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.
| Phase | Weeks | Hours | Focus |
|---|---|---|---|
| 1. Foundations | 1–2 | 6 | Introduction, interface, objects, modifiers, workflow habits |
| 2. Modelling | 3–6 | 12 | Topology, hard surface, sculpting, retopology |
| 3. Look development | 7–10 | 12 | UVs, shaders, texturing, lighting, rendering |
| 4. Animation and rigging | 11–14 | 12 | Keyframes, graph editor, rigging, character animation |
| 5. Grease Pencil | 15–16 | 6 | 2D drawing and animation, 2D in 3D, mixed pipelines |
| 6. Procedural | 17–18 | 6 | Geometry Nodes |
| 7. Simulation | 19–21 | 9 | Rigid body, cloth, fluids, smoke, fire, particles, hair |
| 8. Scripting | 22–24 | 9 | Python, bpy, operators and panels, addons |
| 9. Pipeline and capstone | 25–28 | 12 | Compositing, real-time export, capstone project |
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.
| Time | Block | What happens |
|---|---|---|
| 0:00–0:10 | Welcome and setup check | Blender installed, preferences set, default startup scene open |
| 0:10–0:25 | What Blender can do | Short tour of modelling, animation, Grease Pencil, simulation, scripting |
| 0:25–0:45 | Interface and navigation | Workspaces, viewport movement, selecting, move/rotate/scale |
| 0:45–1:20 | Guided build | Turn the default cube into a simple prop: extrude, loop cut, bevel, Subdivision Surface modifier |
| 1:20–1:35 | Material and light | One shader, one light setup |
| 1:35–1:45 | Render and save | Eevee render, file saving habits |
| 1:45–2:00 | Showcase and next steps | Share renders, pathways into the full course, short placement poll |
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.
| Pathway | Who it suits | Route | Hours |
|---|---|---|---|
| Full pipeline | Beginners wanting everything | Optional intro, then weeks 1–28 | 84 (+2 optional) |
| 2D fast-track | Professional 2D artists | Optional intro, weeks 1–2, 11, 15–16 | 15 (+2 optional) |
| Simulation block | Anyone needing FX | Optional intro, weeks 1–2, 19–21 | 15 (+2 optional) |
| Scripting block | Technical artists, developers | Optional intro, weeks 1–2, 22–24 | 15 (+2 optional) |
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.
| Week | Phase | Topic | By the end, participants can | 1:1 |
|---|---|---|---|---|
| 1 | Foundations | Welcome and introduction, interface, navigation, objects | Build and organise a scene with confident viewport control | |
| 2 | Foundations | Modifiers and non-destructive workflow | Complete a first scene using a modifier stack | |
| 3 | Modelling | Polygon modelling, topology, edge flow | Model clean, quad-based forms | |
| 4 | Modelling | Hard surface: booleans, bevels, modifier stacks | Model a mechanical or architectural object | |
| 5 | Modelling | Sculpting: brushes, multires, dynamic topology | Sculpt an organic form | Round 1 |
| 6 | Modelling | Retopology and cleanup | Turn a sculpt into production-ready geometry | Round 1 |
| 7 | Look development | UV unwrapping | Unwrap models with efficient, low-distortion UVs | |
| 8 | Look development | Shader nodes and PBR materials | Build realistic materials in the shader editor | |
| 9 | Look development | Texture painting and procedural textures | Paint and generate textures for a finished asset | |
| 10 | Look development | Lighting, cameras, Eevee and Cycles | Light and render a polished still | |
| 11 | Animation | Keyframes, dope sheet, graph editor, timing | Animate objects with controlled timing and spacing | |
| 12 | Rigging | Armatures, parenting, weight painting | Build and skin a basic rig | |
| 13 | Rigging | IK/FK, constraints, drivers, shape keys | Build an animator-friendly control rig | Round 2 |
| 14 | Animation | Character animation, walk cycle, NLA | Animate a rigged character through a cycle | Round 2 |
| 15 | Grease Pencil | Drawing tools, layers, frame-by-frame animation | Draw and animate in 2D inside Blender | |
| 16 | Grease Pencil | 2D in 3D, effects, mixed 2D/3D scenes | Combine hand-drawn and 3D elements in one render | |
| 17 | Procedural | Geometry Nodes: attributes, fields, instancing | Build a reusable procedural setup | |
| 18 | Procedural | Geometry Nodes: scattering, curves, node groups | Create a procedural environment or effect | |
| 19 | Simulation | Rigid body, soft body, cloth, caching | Set up and bake physical simulations | |
| 20 | Simulation | Fluids, smoke, fire | Simulate liquids and gaseous effects | Round 3 |
| 21 | Simulation | Particles, hair, force fields, simulation zones | Direct particle and procedural simulations | Round 3 |
| 22 | Scripting | Python console, bpy data API, automation | Script repetitive tasks | |
| 23 | Scripting | Operators, properties, panels, UI | Build custom tools with their own interface | |
| 24 | Scripting | Addon structure, handlers, packaging | Ship a working installable addon | |
| 25 | Pipeline | Compositing, render passes, video sequence editor | Finish renders with post-production | |
| 26 | Pipeline | Real-time export: GLB/glTF, optimisation, Unity and WebXR handoff | Deliver assets to real-time and XR platforms | Round 4 |
| 27 | Capstone | Project planning, build, mentor check-ins | Develop a portfolio-grade project | Round 4 |
| 28 | Capstone | Completion, presentations, showcase | Present finished work |
Online delivery
Every 3-hour session follows the same shape, so participants know what to expect and the workload stays manageable on screen.
| Minutes | Block | Purpose |
|---|---|---|
| 15 | Recap and questions | Review last week's take-home work |
| 40 | Live demonstration | Instructor builds while explaining |
| 10 | Break | Screen rest |
| 60 | Guided practice | Participants follow along, help requested in the chat or breakout rooms |
| 35 | Challenge | A short independent task on the same skill |
| 20 | Wrap-up | Share 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.
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.
| Round | Weeks | Focus |
|---|---|---|
| 1 | 5–6 | Goals, setup check, review of early modelling work |
| 2 | 13–14 | Look development and animation review, choosing a specialism route |
| 3 | 20–21 | Specialism check in Grease Pencil, simulation or scripting, capstone topic agreed |
| 4 | 26–27 | Capstone 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.