3D Modelling and Animation

Data is displayed for the academic year: 2025./2026.

Course Description

Introduction to 3D modelling methods. Application of the methods of polygonal modelling, modelling with curves and modelling by sculpting. Application of colours, materials, and textures to models. Implementation of design elements and principles in the process of modelling and in materials colouring. Usage of compositional principles when creating a scene. Knowledge of animation principles. Design of models for animation and implementation of animation. Introduction to a physical engine and its application. Application of particle systems for simulation of visual effects. Creating effects by managing light sources in the scene. Performing rendering of 3D scenes for different platforms.

Study Programmes

University graduate
[FER3-EN] Control Systems and Robotics - profile
Transversal Courses (1. semester) (3. semester)
[FER3-EN] Data Science - profile
Transversal Courses (1. semester) (3. semester)
[FER3-EN] Electrical Power Engineering - profile
Transversal Courses (1. semester) (3. semester)

Learning Outcomes

  1. Design a 3D scene and apply different 3D modelling methods.
  2. Create the appearance of an object by applying colour, materials and textures to the 3D model while respecting the elements and principles of graphic design.
  3. Apply optimization of the model for animation, create a skeleton model and parent it with the object.
  4. Create an animation of a 3D object using the principles of animation.
  5. Apply a physical engine and appropriate particle systems in design of a visual solution.
  6. Manipulate with the parameters and positions of light to achieve the desired effects.
  7. Demonstrate 3D scene rendering.

Forms of Teaching

Lectures

The lectures take place live in Croatian.

Independent assignments

It is necessary to accomplish the given task.

Laboratory

Create assigned laboratory exercises.

Grading Method

Continuous Assessment Exam
Type Threshold Percent of Grade Threshold Percent of Grade
Laboratory Exercises 50 % 20 % 50 % 20 %
Class participation 0 % 5 % 0 % 5 %
Seminar/Project 50 % 30 % 50 % 30 %
Mid Term Exam: Written 0 % 20 % 0 %
Final Exam: Written 25 % 25 %
Exam: Written 50 % 45 %

Week by Week Schedule

  1. Introduction to 3D computer graphics, graphic design elements and graphic design principles Introduction to the work plan and course objectives. Applications of 3D computer graphics. Tools for creating 3D models. Elements and principles of graphic design and their applications in 3D modelling.
  2. Object projections and polygonal modelling Coordinate systems, object projections. User interface for 3D modelling (in Blender). Changing the view, objects’ position and orientation in the scene, primitives. Basic tools and their applications. Polygonal modelling of objects.
  3. Principles of composition, combining objects, and mesh topology Principles of composition and their applications in 3D modelling. Combining and merging objects. Application of modifiers. Importance of a clean mesh topology. Mesh topology overview and mesh editing.
  4. Modelling with curves Curve-based modelling techniques (NURBS and Bezier), applications of curve modeling, curve editing, and object modelling with curves.
  5. Modelling by sculpting Applications of modeling by sculpting. Interface and tools for modelling by sculpting. A method for making a model using a sculpting technique.
  6. Colouring, texturing and materials 3D model materials, colour editing, texture nodes. Adding textures and UV maps. Adding a UV map to a 3D object. Realistic texturing. Maps for realistic texturing. A method to create one’s own maps for realistic texturing.
  7. Colouring, texturing and materials 3D model materials, colour editing, texture nodes. Adding textures and UV maps. Adding a UV map to a 3D object. Realistic texturing. Maps for realistic texturing. A method to create one’s own maps for realistic texturing.
  8. Midterm exam
  9. Skeleton-based character models Object armature and its adding. Armature management. Parent relations. Kinematic chain, direct and inverse kinematics. Weight painting. Organization of model armature data.
  10. Principles of animation and animating objects Principles of animation and applications. Timeline. Keyframe animation, automatic recording, dope sheet, graph editor, MoCap animation. Model animation with and without armature.
  11. Principles of animation and animating objects Principles of animation and applications. Timeline. Keyframe animation, automatic recording, dope sheet, graph editor, MoCap animation. Model animation with and without armature.
  12. Physical engine Application of a physical engine. Simulation of cloth physics, fluid dynamics, ragdoll physics.
  13. Particle systems and terrain development Types of particle systems – objects, boids, and fur. Creation of particle systems. Animation of particle systems. Height maps, terrain creation for a physical area on Earth. Procedural generation of objects using geometry nodes
  14. Management of sources and positions of light, scene representation and rendering Influence of light and shadow on the perception of objects in the scene. Colour temperature. Types of light sources, light power, placement of light sources. Methods for scene representation (Eevee, Workbench, Cycles). Scene rendering. File formats for saving objects, scenes, and animations. Texture baking.
  15. Final exam

Literature

Ami Chopine (2012.), 3D Art Essentials, Taylor & Francis
Andy Beane (2012.), 3D Animation Essentials, John Wiley & Sons
William Vaughan (2011.), Digital Modeling, New Riders
William Lidwell Kritina Holden Jill Butler (2010.), Universal Principles of Design,

General

ID 269308
  Winter semester
2 ECTS
L2 e-Learning
30 Lectures
2 Seminar
0 Exercises
4 Laboratory exercises
0 Project laboratory
0 Physical education excercises

Grading System

87.5 Excellent
75 Very Good
62.5 Good
50 Sufficient