Curriculum
- 12 Sections
- 180 Lessons
- Lifetime
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- Digital & Matte Paint15
- 1.0Sketching & Scribbling
- 1.1Lights & Shadow
- 1.2Shades & Peresctives
- 1.3Color Theory & Color Concepts
- 1.4Advance Photoshop
- 1.5Planning Idea & Conceptulisation
- 1.6Pen Tablet Training
- 1.7Working with Brushes & Pattern
- 1.8Managing Pen Pressure & Shortcut
- 1.9Digital Painting
- 1.10Image Selection & Cutout
- 1.11Composition Techniques
- 1.12Matte Painting
- 1.13Color Workflow & Workstyle
- 1.14Selection & Breakdown Flow
- Arch Design15
- 2.0Autodesk 3DS MAX or Blender
- 2.1Understanding Enviornment
- 2.2Creating Start to Finish Essentials
- 2.3Modeling & Designing
- 2.4Creating Interiors & Props
- 2.5Creating Exteriors & Enviornment
- 2.6Material & Texturing
- 2.7Working with Shaders
- 2.8Material Editor Vs Slate Mode
- 2.9Working with Lighting
- 2.10Arnold Lighting Vs RayTracing
- 2.11Standard Lights Vs Photometrics
- 2.12Advance Rendering
- 2.13Arnold Rendering Vs ScanLine
- 2.14Working with Enviornment & Effects
- Vehicle Design & VFX15
- 3.0Concepts of Aero Dynamics
- 3.1Fundamental Design Principles
- 3.2Vehicle Designs: LandRovers
- 3.3Sketching & Ideation Techniques
- 3.4Vehicle Components and Detailing
- 3.5Vehicle Designs: WaterCrafts
- 3.6Floatable Designs Vs Submarines
- 3.7Ergonomics and User Experience
- 3.8Vehicle Designs: AirCrafts
- 3.9Air Float Dynamics: Helecopters
- 3.10AirPlane & Jets Dynamic Swings
- 3.11Design Simulation & VFX
- 3.12Creating Fluids & Dynamics
- 3.13P-Flow Particle Systems
- 3.14Simulating Rigid & Soft Bodies
- Character Design15
- 4.0Introduction to 3D Character Design
- 4.1Character Design & Modelling
- 4.2Understanding Character Anatomy
- 4.3Quadraped’s Vs Biped’s Designs
- 4.4Animal and creature anatomy
- 4.5Character Rigging & Skinning
- 4.6UVW Wrap & UnWraping
- 4.7Working with IK & FK Controls
- 4.8Designing Hair & Fur Artifets
- 4.9Animation Tools & Timelines
- 4.10Constrains, Wireframes & Solvers
- 4.11Facial Expression & Jestures
- 4.12Simulation Hair & Fur for Models
- 4.13Walk Cycle, Body Motion & Lip Sync
- 4.14Cloth Designing & Simultion
- MudMot Design15
- 5.0Advance Character Design
- 5.1Modelling, Sculpting & Texturing
- 5.2Sculpting Humans & Creatures
- 5.3Working with Subdivision Modelling
- 5.4Working with Layers and Subdivision
- 5.5Advance Sculpting Techniques
- 5.6UV Mapping and Texturing
- 5.7Layer Sculpting & Stencils
- 5.8Character Rigging and Control Rigs
- 5.9Advance Rigging & Animation
- 5.10Character LifeCycle
- 5.11Creating Portfolio & Props
- 5.12Motion Capture Data Workflow
- 5.13Animating Characters
- 5.14Physics & Dynamics in MotionBuilder
- Story & Expression15
- 6.0Pipeline for 3D Animated Films
- 6.1StoryTelling & Concept Development
- 6.2Animatic Creations & Art Direction
- 6.3Modelling Characters & Enviornments
- 6.4Prop Modelling & Assets Management
- 6.5UV Unwrapping, Shading & Materials
- 6.6Character & Vehicle Rigging Process
- 6.7Skinning & Animation Fundamentals
- 6.8Character Animation & Expressions
- 6.9Simulating Cloths, Hair & Fur’s
- 6.10Advnce Lighting & Rendering
- 6.11Enviornment Simulation Designs
- 6.12Fire, Water, Smoke & Explosions
- 6.13Compositing and Post-Production
- 6.14Portfolio Development & Careers
- Zbrush & Substance15
- 7.0Zbrush: Digital Sculpting Overview
- 7.1Basic Sculpting Tools & SubTools
- 7.2Zspheres & Base Mesh Creation
- 7.3DynaMesh & Mesh Editing
- 7.4Advance Sculpting Techniques
- 7.5Retopology & Optimising Mesh
- 7.6FiberMesh for Hair & Fur Creation
- 7.7Substance: Painter & Designer
- 7.8Smart Materials & Generators
- 7.9Advance Texturing Techniques
- 7.10Procedural Texture Creation
- 7.11Generators, Filters & Bleds
- 7.12Masking & Blending Techniques
- 7.13Substance Integration & Export
- 7.14CGI Industry & Future Trends
- Games Asset Design15
- 8.0Planning the Game Flow for Assets
- 8.1Organize & Manage Asset Creation
- 8.2Creating Concept Sketches & Ideas
- 8.3UV Mapping & UnWrapping
- 8.4High Poly Vs Low Poly Modeling
- 8.5Optimizing UV Layouts & LOD’s
- 8.6Props & Wepons Design for Games
- 8.7Character Designs for Games
- 8.8Building, Terrain, Foilage & Rocks
- 8.9HDR Lighting & Maps for Games
- 8.10Game Engines Asset Integration
- 8.11Modular Asset Kits for Scenes
- 8.12VFX & Particles Game Assets
- 8.13Asset Packaging & Deployment
- 8.14Game Ready Asset Designing
- Games Level Design15
- 9.0Game Level Design Fundamentals
- 9.1Unreal Engine: Project Setup
- 9.2Introduction to Lights Level Design
- 9.3Enviornment Arts & Set Designs
- 9.4Terrains & Landescapes Designs
- 9.5Materials & Texturing: PBR Materials
- 9.6Game Level: FPS, RPG’s, Open World
- 9.7Navigation & AI in Level Design
- 9.8Creating Puzzles & Mechanics
- 9.9Level Optimisation Techniques
- 9.10Adding Post Processing & VFX
- 9.11Working with Audio in Level Design
- 9.12Testing & Iterating Level Designs
- 9.13Deploy: PC, PlayStation, Xbox & Mobile
- 9.14Designing & Building Game Level
- BluePrint Programming15
- 10.0Introduction to BluePrint Programming
- 10.1Extending BluePrint Classes & Types
- 10.2Variables, Functions & Macros
- 10.3Components & Actor Management
- 10.4Character Movement & Animation
- 10.5AI Behavior & Scripting: BluePrints
- 10.6Working with HUD’s & UI in BluePrints
- 10.7BluePrint Multiplayer & Networking
- 10.8Level Design & BluePrint Integration
- 10.9Saving Loading Data in BluePrints
- 10.10Scripting Complex Mechanics Quests
- 10.11Debugging & Optimizing BluePrints
- 10.12Advance BluePrint Techniques
- 10.13Game System with BluePrints
- 10.14Event-Driven Programming BluePrints
- Advanced Programming15
- 11.0Complete Programming Basis
- 11.1Setting up Unreal Engine Enviornment
- 11.2GameMode, GameState & PlayState
- 11.3Collision & Physics in C++
- 11.4Building & Packaging Projects
- 11.5XR for Mobile: ARKit and ARCore
- 11.6OpenGL & DirectX: GLFW or API
- 11.7Vertex & Fragment Shaders: GLSL & HLSL
- 11.8Depth & Stencil Buffring Volumes
- 11.9Advance RayTracing & Global Illution
- 11.10Mixed Reality Development for UX
- 11.11XR for Mobile: ARKit and ARCore
- 11.12Audio & Sound Design for XR 3D
- 11.13Prototyping and Testing XR Apps
- 11.14AI-driven XR Experiences (AI + AR/VR)
- Critical Thinking & Analysis15
- 12.0Game Design Theory and Analysis
- 12.1Game Narrative and Storytelling
- 12.2Player Experience and Psychology
- 12.3Ethics in Game Design & Narratives
- 12.4Games as Art and Cultural Expression
- 12.5Game Genres and Their Impact
- 12.6Game Systems and Economy Design
- 12.7Multiplayer and Dynamics in Games
- 12.8Technologies: Innovation & Constraints
- 12.9UI & UX Designs for Games
- 12.10Analyzing Games: Puzzle & Challenges
- 12.11Games Through Cultural Lenses
- 12.12Game Criticism: Evaluating Reviews
- 12.13Game Testing & Iterations
- 12.14Future of Gaming: Innovations