Academic Catalogs

IMVR A220: Advanced 3D Modeling

Course Outline of Record
Item Value
Eff Term Fall 2026
Curriculum Committee Approval Date 12/03/2025
Top Code 061410 - Multimedia (CTE)
Units 3 Total Units (Lecture Units 2.5;  Lab/Other Units 0.5)
Hours 72 Total Hours (Lecture Hours 45; Lab Hours 27)
Total Outside of Class Hours 90
Total Student Learning Hours 162
Course Credit Status Credit: Degree Applicable (D)
Material Fee No
Basic Skills Not Basic Skills (N)
Repeatable No
Open Entry/Open Exit No
Grading Policy Standard Letter (S)

Course Description

This advanced course expands on foundational 3D modeling techniques with an emphasis on high-fidelity modeling, advanced material creation, realistic rendering, and full production workflows for animation and real-time engines. Students will explore advanced topology, sculpting, UV workflows, PBR material design, shader authoring, retopology, and character rigging for animation. The course emphasizes professional pipelines used in game development, animation, and immersive experiences. Students will produce a polished, portfolio-ready 3D environment or animated model demonstrating mastery of modeling, surfacing, and rendering techniques. PREREQUISITE: IMVR A200 or FILM A234. Transfer Credit: CSU; UC.

Course Level Student Learning Outcome(s)

  1. 1. Demonstrate mastery of advanced 3D modeling and retopology workflows for animation and real-time rendering.
  2. 2. Design and apply advanced physically based materials and shaders using modern PBR and node-based authoring techniques.
  3. 3. Construct and rig character or mechanical assets for animation, including hierarchy setup, constraints, and deformation testing.
  4. 4. Produce a final rendered or real-time presentation showcasing advanced lighting, composition, and rendering optimization.

Course Objectives

  • Sculpt high-resolution assets and generate optimized low-poly models suitable for real-time or cinematic use.
  • Perform advanced retopology for both static and deformable meshes.
  • Unwrap UVs efficiently using professional layout strategies and UDIM workflows.
  • Create physically based materials and shaders using Substance, Shader Graph, or equivalent.
  • Author procedural materials and texture maps (albedo, normal, roughness, AO, metallic, emissive).
  • Implement lighting and rendering techniques using both real-time engines (Unity/Unreal) and offline renderers.
  • Set up advanced rigging hierarchies for characters, props, and mechanical objects.
  • Integrate modeled and rigged assets into game engines or animation pipelines for testing and iteration.
  • Demonstrate portfolio-level proficiency by completing a final environment or character render with full materials and lighting.

Lecture Content

Lecture Topics

I. Review of 3D Modeling Fundamentals and Optimization
II. Advanced Polygonal and Sculpting Workflows (ZBrush to Maya)
III. Retopology for Animation and Real-Time Engines
IV. UV Layouts and UDIM Management
V. Physically Based Rendering (PBR) Theory
VI. Advanced Material Authoring and Shader Graph Techniques
VII. Lighting for Realism and Mood (Three-Point, HDRI, Real-Time GI)
VIII. Rigging Fundamentals (Skeleton Creation, IK/FK, Constraints)
IX. Rendering Workflows 
X. Portfolio Presentation and Rendering Optimization

Lab Content

Lab Topics

  1. Sculpt and retopologize a high-resolution model.

  2. Bake normal and displacement maps.

  3. Create and apply multi-layered PBR materials.

  4. Build and test a complete character or prop rig.

  5. Render portfolio-quality stills and turntables.

  6. Import and display assets in real-time using a game engine.

Method(s) of Instruction

  • Lecture (02)
  • Lab (04)

Instructional Techniques

1. Lecture 2. Demonstration 3. Video examples 4. One-on-one instruction 5. Individual assignments 6. Group assignments 7.Assignment critique 8. Examinations

Reading Assignments

Selected articles, tutorials, and software documentation (Substance, Blender, Maya, Unreal Engine).

Writing Assignments

Project documentation and artist statements for portfolio pieces.

Out-of-class Assignments

2–3 hours per week of modeling, baking, and rendering practice.

Study Non-Contact Hours Recommended

90

Methods of Student Evaluation

  • Short Quizzes
  • Projects (Individual/Group)
  • Oral Presentations
  • Skills Demonstration

Demonstration of Critical Thinking

A. Assigned individual projects B. Assigned group projects C. Examinations

Required Writing, Problem Solving, Skills Demonstration

Students will present models and renders for evaluation in class presentation scenarios. Students will breakdown their modeling process with an analysis of their 3d models and showcase their work with printed 3d renders and model walk throughs within the software.

Resources Subscreen

  • Open Education Resource: N/A. N/A. (N/A).

Eligible Discipline(s)

  • Commercial art (sign making, lettering, packaging, rendering): Any bachelor’s degree and two years of professional experience, or any associate degree and six years of professional experience.
  • Computer science: Master’s degree in computer science or computer engineering OR bachelor’s degree in either of the above AND master’s degree in mathematics, cybernetics, business administration, accounting or engineering OR bachelor’s degree in engineering AND master’s degree in cybernetics, engineering mathematics, or business administration OR bachelor’s degree in mathematics AND master’s degree in cybernetics, engineering mathematics, or business administration OR bachelor’s degree in any of the above AND a master’s degree in information science, computer information systems, or information systems OR the equivalent. Note: Courses in the use of computer programs for application to a particular discipline may be classified, for the minimum qualification purposes, under the discipline of the application. Master's degree required.
  • Multimedia: Any bachelor’s degree and two years of professional experience, or any associate degree and six years of professional experience.