
Before You Sign Up
Do I need previous experience with 3D software?
Not really. Some students come in never having opened Blender or Maya. We start from the basics and build up gradually. That said, comfort with computers helps. If you've edited photos or videos before, you'll probably pick things up faster.
What equipment should I have ready?
You'll need a computer that can run modern 3D software. We're talking something with at least 8GB RAM, though 16GB makes life easier. A mouse helps more than you'd think. Most touchpads struggle with the precise movements 3D work requires.
When do the next programs start?
Our autumn 2025 program begins in September, and early 2026 courses kick off in January. Classes fill up, especially the evening ones. People who register two months ahead usually get their preferred schedule.
How much time per week does this take?
Count on around 10-12 hours weekly. That includes class time and homework. Some weeks are lighter, others heavier depending on projects. Students with full-time jobs manage it, but you'll need to be realistic about your schedule.
While You're Learning
These questions pop up once people are actually working through the material and building their first models.
How do I know if my work is good enough?
Weekly critiques help with this. Instructors review your models and point out what's working and what needs adjustment. You'll also see other students' work, which gives perspective on your progress.
What if I fall behind?
Recorded sessions stay available for the entire course duration. You can catch up on missed classes or rewatch tricky concepts. Some students schedule extra practice time during slower weeks to stay on track.
Can I get help between classes?
The course forum stays active most days. Instructors check in regularly, and students often help each other troubleshoot problems. Response times vary but most questions get answered within a day.
Should I specialize early or stay general?
Most people benefit from exploring different areas first. Character modeling, environment design, and prop creation each have distinct workflows. By month three, you'll have a better sense of what clicks for you.
How detailed should practice projects be?
Finish them. Seriously, completed simple work beats half-done complex stuff. You learn more from seeing a project through than abandoning ambitious pieces. Polish can come later once you understand the full pipeline.
Is it normal to feel overwhelmed sometimes?
Yeah, happens to most people around week four or five when the concepts start layering. The interface, the shortcuts, the workflows. It clicks eventually, but there's definitely a learning curve that feels steep at times.
After You Finish
Building Your Portfolio
Quality matters more than quantity. Five solid pieces beat twenty rushed ones. Focus on showing range and finishing touches that demonstrate you understand the craft beyond basic modeling.
Finding Work Opportunities
Some graduates connect with studios through networking events or online communities. Others freelance on smaller projects first to build experience. There's no single path that works for everyone.
Continuing Education
The field keeps changing. New tools, techniques, and workflows emerge regularly. Staying curious and continuing to learn helps more than any single course can teach.
Realistic Expectations
This isn't a guaranteed job program. It's skill development. What you do with those skills depends on your effort, your market, and honestly some luck. We teach the craft, but career outcomes vary widely.

Levan Beridze
Started teaching in 2022 after eight years doing environment modeling for indie games. Still takes freelance work to stay current with industry workflows.

Giorgi Maisuradze
Focused on character work since 2019. Previously worked on mobile game assets before transitioning to teaching and consulting part-time.

Nikoloz Chkhaidze
Handles the technical side of things. Covers optimization, game engines, and pipeline workflows based on his background in technical art for VR projects.
Quick Reference Knowledge
Short answers to common technical and practical questions that come up during the learning process.
Essential Skills
- Understanding polygon topology and edge flow basics
- Working with UV mapping for texture application
- Setting up proper lighting for model presentation
- Managing file organization and version control
- Optimizing models for game engine performance
- Creating clean geometry that animates well
Common Challenges
- Learning keyboard shortcuts takes time but speeds up workflow significantly
- Topology mistakes are easier to fix early than after adding detail
- Reference images help more than trying to model from imagination
- Save frequently and in multiple versions to avoid losing work
- Render times can be long so plan accordingly for deadlines
- Software crashes happen so backup projects regularly
Still Have Questions?
These are the questions we hear most often, but everyone's situation is different. Get in touch if you want to discuss your specific circumstances or need clarification about the programs.