SDA 2026 Fall
Term: Fall 2026 | Duration: 15 Weeks (Live Interactive) | Level: Beginner to Advanced Portfolio Level
This 15-week intensive course introduces students to the core pipeline of 3D modeling, texturing, lighting, and environment rendering for games, film, and concept design. Students will build high-impact 3D assets and immersive environments from initial blockout to high-resolution final renders.
By the end of this course, students will:
Master 3D spatial thinking, polygon modeling, and topology best practices.
Understand PBR (Physically Based Rendering) texturing, UV unwrapping, and material mapping.
Produce portfolio-grade 3D environment renders and asset breakdown slides ready for college submissions (SlideRoom ready).
Software: Blender, Autodesk Maya, or ZBrush Core Mini (Software setup and onboarding provided in Week 1).
Hardware: PC / Mac with a dedicated graphics card (Mouse with a middle-scroll wheel strongly recommended).
MODULE 1: 3D SPACE & HARD-SURFACE MODELING (WEEKS 1–3)
Week 1: Viewport orientation, 3D space navigation, primitive shapes, and spatial blocking.
Week 2: Polygon modeling fundamentals—extrude, bevel, loop cuts, and modifier stacks.
Week 3: Hard-surface asset creation—building props, architectural structures, and environmental elements.
MODULE 2: TOPOLOGY, UV UNWRAPPING & TEXTURING (WEEKS 4–7)
Week 4: Edge flow and clean topology principles for rendering and game engine export.
Week 5: UV unwrapping mechanics—seams, texel density, and UV layout optimization.
Week 6: PBR texturing— roughness, metallic, normal maps, and procedural shading.
Week 7: Organic modeling basics & digital sculpting tools.
MODULE 3: LIGHTING, CAMERAS & ATMOSPHERE (WEEKS 8–11)
Week 8: 3-Point lighting setups, rim lighting, hdri environment maps, and color temperature.
Week 9: Cinematic camera placement, focal length, depth of field, and composition rules.
Week 10: Atmospheric effects—volumetric fog, particle emitters, and bloom filters.
Week 11: Mid-Semester Asset Review & 1-on-1 topology feedback.
MODULE 4: RENDERING, TURNTABLES & PORTFOLIO (WEEKS 12–15)
Week 12: High-resolution render settings, denoising, and pass compositing.
Week 13: Creating 360-degree asset turntables and wireframe overlay breakdowns.
Week 14: Post-processing in Photoshop/After Effects and presentation layout design.
Week 15: Final Showcase: Student 3D Portfolio Presentation and peer/instructor critique.
Evaluation Criteria
Point Value
Performance Expectations
1. Modeling Precision & Topology
30 Points
Demonstrates clean mesh construction, proper edge flow, accurate scale, and efficient polycount.
2. Texturing & Shading
25 Points
Realistic/stylized material maps, seamless UV unwrapping, and detailed surface shading.
3. Lighting, Camera & Atmosphere
20 Points
Effective use of light direction, atmospheric depth, mood creation, and cinematic framing.
4. Process & Iteration
15 Points
Active participation in live reviews, wireframe documentation, and responsiveness to feedback.
5. Technical Presentation
10 Points
High-definition renders, clean 360 turntables, asset breakdown slides, and artist statement clarity.
Export to Sheets
A (90–100 pts): Exceptional Mastery — Portfolio ready for top 3D/Game/Art programs (e.g., USC Games, Ringling, Gnomon).
B (80–89 pts): Proficient — Strong technical execution; minor texture or lighting polish suggested.
C (70–79 pts): Developing — Demonstrates core modeling concepts; needs continued practice on UVs and lighting.