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A person who has received instruction considered sufficient by the college and meets any of the following conditions may be admitted to a program of studies leading to an Attestation of College Studies:
Ref.: art. 4 College Education Regulations
There is growing demand for skilled 3D modelers and animators for film, TV, and video game design. CDI College's 3D Modeling Animation Art and Design - NTL.0Z program gives you a solid foundation in the artistic and technical skills you need to thrive in these competitive industries.
The program teaches key concepts like video game design programs, 3D modeling software, colour theory, life drawing, and other design fundamentals. Students will put their skills to use in the the production and animation of lighting, texturing, characters, layout and design. Graduates of this program will have built a strong portfolio that they can use to launch their careers in animation and design.
Students will be prepared to work in a variety of CGI-based industries.
This program is approved to be offered at the following campuses. Please contact the campus of your choosing for program availability.
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Elements and principles of conception and design. The language of design. The composition. The design process. Negative space and positive space. Abstraction. How to design according to different styles. Fundamentals of color theory. Color palettes. Theory of color - advanced concepts. Sizing and harmonies. Neutral chromatic colors. Spatial perception Mismatch. Analysis and application of colors. Subtractive colors and additive colors. Hue, value, and saturation.
Straight lines and different shapes. Calculating the size of objects and characters according to specific proportions. Rules of proportion. Principles of perspective. Perspective based upon one point, two points and three points. Shading techniques and light. Calculation of size and shading. Shape styles. Analysis and observation. Basic concepts of texture. Composition.
Basic forms used in the composition of the body. Human proportions. Principles of proportion and placement. Hands, bones and muscles. Placement of living models. Drawing the human body. Drawings from a living model. Profile drawings. Drawing the bones and muscles of the feet. Anatomy of upper limbs, including the skeleton, muscles and skin. Anatomy of the lower limbs, including the skeleton, muscles and skin. Drawing different poses. Anatomy of the trunk, i.e. anterior view. Anatomy of the trunk, i.e. posterior view. Drawing of the trunk muscles, i.e. anterior and posterior views. Drawing the muscles of the face and the structures of the head. The muscles and structures of the body.
Configuring the tools and interface of an image editing software. Common tools and selections. Brushes, masks and layers, and the buffer tool. Creation of brushes (different forms of the brush tool). Image acquisition such as scanners and digital cameras. Adjusting photographs and red-eye correction. Use of different filters. The trace selection tool. Embed text in a graphic using the text tool. Layer styles.
Drawing styles, from stylized to realistic. Drawing process. Structures and forms. Symmetry and asymmetry in a drawing. Overall appearance of a drawing. How to integrate different techniques and styles when drawing characters. Drawing environments. Drawing sets and accessories according to the instructions. Production of a simple visual history using characters, sets, and accessories. Adding mood elements to a drawing.
This course introduces students to the concept of storyboarding for modelers and animators. Students will learn how to create clear, concise storyboards. Students will explore the elements that contribute to the final production of industry standard storyboards, including everything from a 30 second commercial, a television show, computer game, and feature films. Topics will include concept and production boards, thumbnail sketches, the role of character design, character staging, model sheets, art direction, background (layout) design, and camera positioning.
Field of the drawing. Character poses. Backgrounds. Cadence and cadence charts. Pose-to-pose animation and animation in a straight line. Pressure and stretching of the image. Illustration of weight and volume. Illustration of anticipation. Overlapping images. Movement, action, special effects, and wave. Animation of complex cycles. Physical properties of water and movement. Interpolation techniques. Simple animation of characters. Panoramic effects of the backgrounds. Walking position and pace of walking. Strobe effects. Perspective and the location of a character's feet. Movement of the hips and opposite shoulders. Translation of an animation from one perspective to another.
Features and tools specific to the modeling software. File management. Terminology and nomenclature specific to the modeling sector. Design of a character. Modeling techniques. Geometric shapes used in modeling. A 3D coordinate system. Typical materials used in modeling. Applying textures to a surface. Creation of a skeletal structure. Fundamentals of animation. Integration of light and shading to the model. Rendering the model. Preparing the model for animation. Sketch production.
Selection tools. Layers. Applying effects to a layer. Masks. Different editable channels. Handling the alpha channel. Precise calibration of colors. Advanced selection techniques. Creating textures. Applying textures to an image. Theory of digital color. Color correction using different palettes. Choice of filters and processing algorithms.
Review of modeling techniques. Modeling a simple object (i.e. a box). Geometric types and shapes. Integrating created elements into a decor or background. Modeling techniques based on polygons. The "spline" curves. Modeling hard surfaces using polygons and "spline" curves. Modeling of mechanical objects using polygons and "spline" curves. Modeling organic objects using polygons and "spline" curves. Choosing the appropriate textures and materials according to the type of objects. Adding special effects to an object. Integration of modeled objects to a background.
Materials, textures and editors of materials and textures. Texturing plating strategies. Analysis and selection of textures and materials according to the characters, environment and storyboard. Techniques for creating base mappings and special mappings. Contact information. Techniques for creating tiles and environment mappings. Techniques for creating reflections and transparencies. Decal application to create special elements. Lighting and light effects. Creation of mood lighting. Lighting and shading settings. Surfaces having reflection and radiance.
Mapping of textures by bitmap. Mapping procedural textures. Acquiring a model to apply textures. Mapping and multilayer images to produce industrial textures. Positioning of cameras and lighting and the impact on the final product. Principles of cinematography. Natural textures related to UVW mapping techniques. Organic textures related to UVW mapping techniques. Accessory textures for UVW mapping techniques. Lighting technique. Rendering of the character with appropriate textures and lighting.
Revisions of character rendering lighting techniques. Different atmospheres created by lighting effects and advanced lighting techniques. Development of scenes that demonstrate lighting and conditions according to the time of day. Development of interactions between different surfaces using lighting techniques and specialized textures. Production of advanced textures. HDRI. Global illumination. Creating advanced shadows. Effects of the camera. The rendering tools.
Terminology and abbreviations. Revised principles of perspective, camera angles and drawing techniques. Design of sets and backgrounds. Synthetic "matte-painting" decors. Elements essential to a décor design or background. Use of color, atmosphere and lighting techniques and shading when designing sets. Acquisition of reference material for the production of sets. Creating the illusion of depth. Exploration of atmospheric perspective in a background design. Dynamic perspective and panoramas. Design and production of exterior and interior decorations. Modification and adaptation of a decoration according to various changes such as the time of day, the season, or weather conditions. Choice of textures and materials according to types of decorations and accessories. Impact of various shots, angles and movements of the camera on the design and modeling of sets, backgrounds and accessories. Using 3D models as scenery elements. Pattern modeling process and backgrounds. Adding special effects to a decor. Introduction of particles, water, mist, shading, reflections and chips in the sets and backgrounds.
Principles of design and modeling. Fundamentals of modeling for game environments. The illusion of depth. How to use "matte painting". Ambience creation techniques. Foregrounds and backgrounds. Respect of the central theme of the environment. Perspective and scale concept. Choice and methods of applying textures. Impact of camera angles on the modeling for game environments. Special effects.
Animation software, interface, and tools. Graphic editor. Timeline. Attribute Editor. Transformation tools. Animation process. Revision and application of the principles of animation. Edit an animation using the curve functions. Application of stretching and pressure techniques. Interpolation of key frames. Lattice and nonlinear transformations. Incorporation of notions of weight and cadence into an animation. Overlap and extension. Integration of anticipation, action and reaction and exaggeration in an animation. Principles of direct and inverse kinematics. Rotation of pivot points using kinematics. Linear motion animation. Notions of staging. Analysis of a displacement by walking and decortication of the walking cycle. Animation of a walking cycle. Additions of personality elements in a walk animation. Notions of balance in the line of action.
Rotoscoping images. Pictures of decorations. Images of key phrases. Benchmark images for synchronization. Digitization of textures. Scanning soundtracks. Basic skeletal configuration. Revision of the joints and movements of the body. Creation of skeletal structures of various members and characters. Articulation of the limbs. Direct kinematics and inverse kinematics. Point constraints. Vector constraints. Orientation constraints. Rigid and smooth bond. Weight settings. Edition of the geometry of the model and skeletal structures. Grafting skeletal structures to model geometry which creates detailed facial expressions. Walking cycle. Optimization of configurations using scripts. Synchronization of animation and sound. Library of movements.
Character rendering lighting techniques. 3D animation techniques. Different atmospheres created by lighting effects and advanced lighting techniques. Design of a character for animation purposes. Developing a scenario. Production of drafts of the character, background, and accessories. Determination and justification of the number of appropriate polygons. Modeling of the character and accessories. Preparation of an un-textured model. Modeling joints. Production of appropriate skeletal structures. Creating textures and materials. Applying textures and materials using UV mapping. Added lighting and illumination techniques. Methods and techniques of animation control. Added glare and other special effects at the surface level. Animation of the characters taking into account the scale of the scene. Configuring animation and rendering settings. Preparation of the final version.
Anatomy and drawings of the head and neck, man/woman, human torso, arms, pelvis, lower limbs. Drawings suggesting movement. Anatomy of the animal form. Drawings of the animal form in motion.
Drawing techniques. Anatomical notions. Reference points of the human body. Representation of different human gestures and their interactions with objects and scenery. Representation of the movement in the drawings. Animal anatomy. Drawing of animal gestures. Proportions appropriate anatomical parts. Drawing of clothing on a character.
History of sculpture. Sculpture styles. The mediums. Sculpting tools. Human anatomy. Armature. Sculpture of various anatomical parts (hands, feet and head). Human facial expressions. Complete body model. Modeling characteristics and non-human expressions. Integration of fine details in a sculpture. Design and production of a character model. Production of models. Finish.
Rendering software. The art of lighting and light. Types of lighting. One, two and three-point lighting. Creating shadows on a 3D model. Application of materials and textures. Textures and projections. Improved textures using UV spaces and mappings. Preparation and organization of rendering. Image formats. Render resolution. Compression settings. Types of antialiasing. Checking the quality of the images.
Design of a character. Hierarchical structure of characters. Limits of movement for each part of the skeleton, such as scale and rotation. Shapes and rotations. Nuance with shading and lights. Modeling of the hand and its joints. Texturing of the hand. Modeling the head and face of a character. Texturing the head of a character. Body modeling. Texturing of the body. Texturing of the skin and clothing. Facial expressions. Distortion and exaggeration to produce special effects. Manipulation of subdivisions of surfaces. Placement of joints for movement and poses of actions. Fluid modeling of the joints. Control of the movement of the different components of the characters such as direction, rotation, and orientation. Painting and rendering techniques.
Functions and tools of standard software and modeling environments. File types. Organization of objects. Optimization of objects. Transforming and editing objects for 3D modeling with a few polygons. Shapes and terminology of forms specific to 3D modeling. Creating and editing Spline curves. Modeling with NURBS. UV mapping and coordinates. Creation, edition and application of materials and textures. Consideration of camera angles and rendering of the model. Low-polygon modeling. Techniques for editing mesh structures. Using symmetry in modeling. Adding special effects.
Level design software. Types of games. Solo and multiplayer games. Translation of specifications into game levels or missions. Theory of game level design. Artificial intelligence. Building game levels. Principles or attributes of a good game. Environments and scenery. Triggers. Zones and portals. Choice of textures according to the type of game. Importing textures. Choice of accessories. Design of a character specific to the game style. Level optimization. Importing music and other audio elements.
Aspects of a professional portfolio. Personal review. Assessment of its strengths and weaknesses. Project management. Management of time. Learning about the constraints of a project such as budget, time, and quality. Copyright. Selection of the different elements that will be included in the portfolio. Creation of a simple 3D animation in a suitable environment with décor using learned techniques such as character design, design and design of the environment and elements of décor, modeling a model, modeling characters and objects, applying textures, colors, lighting and shading, rendering and animating characters. Portfolio presentation.
Aspects of a professional portfolio. Project management. Time management. Learning about the constraints of a project such as budget, time, and quality. Selection of the different elements that will be included in the portfolio. Learning how to create a short 3D animation film in an appropriate environment, with décor, using mastered techniques and procedures. Portfolio presentation.
Production of storyboards and sketches. Sequential development of the history. Interface and tools of Final Cut Pro . Importing digital files. The canvas, the timeline and other editing tools. Creating appropriate sequences. Capturing images. Edition palettes. Transition effects. Application of special effects. Layers. Added sound and audio frames. Composite images. Alpha channels. Codecs. Preparation of the final output of the publishing project.
Basic programming for artists. The Maya SDK. Introduction to scripting language. Expressions. Data types. Variables. Particle control by using expressions. Scripts. Advanced scripts. Programming tools.
Application of the technical elements seen during the training. Application of the knowledge, know-how and skills developed during training to the workforce. Adopt rules of professional ethics related to the practice of the profession. This project can also take the form of an internship in a company.
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