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3D Animation Courses

Courses

3D Animation Courses in Montreal

COURSE LIST

        • Sculpture for Animation ( Digital Sculpture Using Zbrush 4R7)
        • For decades 3D artists used traditional sculpture using clay and Super Sculpey to visualize a 3D model.
          With the appearance of Pixologic Zbrush and the quick move towards digital sculpture over the last few years, Zbrush became a key standard in the industry, helping artists sculpt with the same feel as traditional sculpture.
          Zbrush is a professional software, learning it’s basics at early stages of the program will help students acquire more tools over the next months, and become slowly an advanced user of the ZSculpt, Hard surface and Polymesh modeling.
          Quickly the student will be able to sculpt a character (Dinosaurs, dragon,…) in a dramatic pose, capturing gesture, and achieving proper proportions. He/She will be encouraged to achieve the goal of holding the beholder’s interest in viewing the form in a fluid rotation.
        • Traditional Drawing ( Painting & Illustration using Photoshop)
        • This course is an introduction to Digital drawing using Photoshop, it will help the student put a first hand on 2D Illustration and painting using layers, masks, brushes, etc… The student will acquire a quick and basic understanding of the human anatomy, light & shadows, perspective, composition, color theory and harmony, etc…
          By the end of this course the student will be able to produce a character Illustration in its environment with respect to the rules of one, two and three point perspective.
        • Character Design and Storyboarding
        • This course is based out of two complementary topics Character Design & Storyboarding, it will enable the student to produce a character and its environment.
          Character design is about searching and analyzing the various aspects of a character, physical, physiological, mental, emotional, social, environmental, etc … to be able to create a balanced character within its environment.
          The storyboarding part of the course will in one hand, focus on storytelling, scripting and illustration of a storyboard,; In the other hand it will be time to learn the various types of tools and processes used in the movie industry such as camera shots and angles, safe frames, fps, etc…
        • Low Polygon Modeling and Animation (Introduction to 3DS Max)
        • During this course the student will be introduced to different tools and techniques used by 3D modelers using 3DS Max and will understand the balance between quality and performance.
          He will acquire a strong understanding of Polygon modeling using various standards and extended primitives, modifiers, splines, compound objects etc…By the end of this course the student should be able to model a fully functional vehicle with respect to the original blueprints, dimensions and proportions.
          The modeled vehicle will be used again during the next two courses (Introduction to textures and introduction to animation), this way the student will have to texture and animate the same vehicle.
        • Image Manipulation with Photoshop (Introduction to Textures)
        • Painting and making textures is an art on its own, during the present course students will learn how to unwrap a 3D Model using 3DS Max various tools (UVW Unwrap and Pelt Mapping). He/She will learn how to acquire, correct, adjust and manipulate images using photoshop for textures, and will use Zbrush for Normal mapping. Finally, the student will be able to navigate back and forth between these three software’s, and understand their interdependence.
        • Character Skinning,Textures & Materials ( Introduction to Animation)
        • The tremendous growth in the animation industry has resulted in a high demand for specialized 3D animation skills. Students will learn the basics of object animation and the difference between key frame and semi-automated animation. Using various tools and methodologies, such as set key and Auto key, constraints, semi-automated animation, reaction manager, curve editor, expressions, etc… Students will be able to create different types of animation using a blend of various tools and techniques, and understand each one usage and constraints before applying it to mechanical projects.Finally, an introduction to lighting (standard, Mental Ray and Photometric Lights) and rendering (Scanline vs Mental ray) will help complete the a full cycle of production.
        • Game culture & industries (Level design )
        • During this course students will work on a team project making a video game level. Within a group the student will be involved for the first time in a complete production process.
          As well as it is a great opportunity to learn more about the Videogame industry vs VFX for TV and Cinema, types of games and studios, the role of each individual within a team, cost vs quality vs deadlines, etc…
        • 3D Character modeling
        • This module introduces the concepts needed to model organic shapes and characters using polygon modeling with loops technique. This type of modeling allows you to create characters that can be animated for various types of actions, such as walking or talking.
          Students will learn how to model a head (head shape, eyes, ears, and nose), hands and arms, feet and legs, finally the torso to attach all of the pieces.
        • Modeling, Character rigging
        • This module introduces the concepts of character rigging and its role in the creation of motion libraries. Rigging is the process of adding a bone structure to the modeled mesh, it will help acquire the needed knowledge to complete a ready to animate model using morph targets, weighting, and skinning tools.
          This course is an opportunity as well to get introduced to the Biped, the motion mixer and workbench, CAT objects, etc…
        • Character Skinning, Textures & Materials Mapping
        • This course introduces students to assigning material attributes to their models and environments, it shows how materials can be manipulated to save render time and decrease the size of a 3D file.
          Baking light and textures is a must to learn for the videogame industry, the creation of decals like bullet holes, blast marks, and sprites such as lightning, fires, and explosions. Students will produce their own custom textures from existing photos and from scratch for use in their future productions. Included are techniques for creating seamless tiles, environment maps, character skins as well as special maps used for creating bumps, displacements, reflections and transparency on selected parts of a 3-D model.
        • Character Animation
        • The first session helped students learn how to do simple mechanical animations, now he/she will begin working on a more complicated process: character animation. Getting back to the roots of 2D animation, based on Disney’s seven rules for character animation, students will begin to learn how to create realistic actions and cycles such as walk, run, kick, jump, throw, pull, push, etc…
        • Advanced Character Animation
        • This module picks up where Character Animation left off, moving from the body to the character’s head and face, and learn visimes for proper Lipsynching.
          At that stage of the course the merge of art and technique becomes a must, as students are shown the secrets of bringing animations to life with personality and character, the importance of small touches such as squash and stretch, secondary motion, overlap, moving holds, exaggeration of movement, and anticipation are added to the animation repertoire. Also, the subtleties of facial animation to express emotion and personality will be examined further.
        • Architectural and Environmental Modeling
        • This course introduces students to advanced architectural modeling, based on original architecture blueprints.
          Working from Macro to micro, students will begin by the environment such as the streets, moving to the buildings, rooms, furniture, and finally props.
          The objective of this module is to create realistic detailed constructions with respect to real world scale, materials, lighting and rendering.
        • Lighting & Special Effects
        • During this course the students will learn how to create special effects using different types of particle systems, forces, space warps, deflectors etc…
          It is an exciting opportunity to learn how to simulate, water, fire, explosions, smoke and many other effects used in the video game industry, cinema or television.
          Within a group project students will reproduce a Special Effect by simulating a volcano, tornado or a tsunami. Students will be introduced to Video Editing using Adobe Premiere Pro for scinematics and fnal output.
        • Advanced lighting & special effects
        • This course is the continuity of the previous one (Special Effects – Particles systems, Space Warps & forces), at this stage of the program, the student should be able to create a fully animated scene with various particle systems, advanced lighting techniques (GI, Caustics,…) and advanced rendering using Mental Ray, this is a project course where the incumbent will have to choose the project, tools and production process to reach a life like simulation, render it and edit it using Adobe Premiere Pro advanced tools (transitions, video correction, audio, etc…)
        • Demo Reel I
        • During that course students will review their previous work, revising and improving their initial efforts, with the goal to create a 15 to 30 seconds Demo Reel. The focus will be on helping each student decide about their career orientation in the various fields of 3D. It will be the time to brainstorm, try, test, experiment, and improve some particular skills with regards to the final output. At this stage of the course, with the help of the instructor, students will put together the pre-production pieces for a successful Demo Reel (Character design, storyboarding, milestone, production forecast …). At the end of this period of three weeks, the student should have all the needed material for a high end quality Demo Reel.
        • Demo Reel II
        • During that part of the program, students will keep on working on their Demo Reel under the supervision of the educator. 75 hours of production is the minimum time required to develop a 15 to 30 seconds demo, obviously each student is responsible about the extra time that is required to complete an outstanding project.
          Students must take in consideration render time and respect regular one on one production meetings with the teacher. At the end of Demo Reel II students must present their work to the class, the College staff and industry guests, it is the first step towards an external Internship.
        • Internship
        • Prior to the industry internship, students must be trained on job search tools such as writing a proper Resume and cover letter, create a concise efficient portfolio, the interview process (Phone, behavioral interview, etc.) role-playing, online job search techniques, etc… During that same period students must keep on working on the quality of their Reel.

REQUIREMENTS

      • Quebec issued high school diploma or equivalent
      • Minimum of two consecutive terms OR One school year interruption from full-time studies OR Minimum of one year post-secondary education
      • Pass a general admissions entrance test
      • Meet any additional program specific entrance requirements

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