Modelling Foundations
Topology, edge flow and clean geometry — the difference between a sculpture and a production asset.
Sculpt someone worth animating.
Before a character can move, someone has to build them. This program covers digital sculpting, stylised character creation, and the unglamorous, indispensable craft of production topology — meshes a rigger thanks you for.
Topology, edge flow and clean geometry — the difference between a sculpture and a production asset.
Form, anatomy and gesture in ZBrush and Blender, from speed sculpts to refined characters.
Appeal in three dimensions: translating 2D character designs into models that keep their charm.
Animation-ready meshes with deformation-friendly loops, unwrapped for texturing without tears.
Substance 3D Painter and shader fundamentals — surfaces, materials and the final look of an asset.
Build a small cast — hero, sidekick, prop set — to studio spec, reviewed by our asset leads.
You leave with a specialised portfolio built on real briefs — and a year of habits from a floor that ships. These are the roles this program prepares you for. Admissions open for the next intake — seats are limited.
Whichever program you choose, the shape of the year is the same — because it is the shape apprenticeship has always had.
Fundamentals, daily. Whatever your program, the first term builds the craft basics everything else stands on — with no prior experience assumed.
Deep in your discipline. Weekly briefs, weekly reviews, rising difficulty — the same feedback loop the studio's own work goes through.
Live briefs from real productions. You finish with a portfolio of work made to shipping standard — not classroom exercises.