Blender beginner
Create a simple 3D scene with a model, materials, light, camera and render.
- Navigate in 3D space
- Model simple objects
- Apply materials and lighting
- Produce a usable render
Model, light, animate and render 3D scenes with a workflow adapted to your products, prototypes, content and communications.
Professional training
Blender brings modelling, materials, animation, rendering and compositing together. Training follows a structured progression: scene organization, modelling method, visual quality, performance and delivery. Examples are adapted to the products, environments or content the team must produce.
Objectives, software versions, authorized files and expected results are confirmed before training. The instructor alternates short explanations, demonstrations, guided practice, questions and immediate feedback.
Course plans
Each path can be delivered alone, combined with another or adapted to your files. A mixed-level group can be divided so participants progress at the right pace.
Create a simple 3D scene with a model, materials, light, camera and render.
Create cleaner models, believable materials and a controlled short animation.
Design a robust 3D pipeline for complex, reusable scenes and efficient delivery.
A discussion, questionnaire and a few work examples help us recommend the appropriate duration and modules.
Detailed program
The plan is flexible. Examples, exercises and deliverables are confirmed according to the industry, level and available tools.
Who this path is for: 3D beginners and communication, design or product teams that want to understand a complete workflow.
Prerequisites: None
Navigation, transformations, modes, collections, origins, units and organization.
Primitives, edit mode, extrusions, loops, essential modifiers and basic topology.
Materials, simple textures, lighting, camera, render engine and export.
Who this path is for: Users who have completed a few scenes and want better quality, consistency and speed.
Prerequisites: Beginner-level skills
Topology, snapping, modifiers, booleans, cleanup and organization.
Unwrapping, textures, nodes, procedural materials and consistent scale.
Keyframes, Graph Editor, constraints, camera and product motion.
Authorized HDRIs, lighting schemes, passes, denoising and optimization.
Who this path is for: 3D artists, production leads and teams that want to standardize complex scenes or assets.
Prerequisites: Intermediate-level skills
Principles, fields, instances, controls and a procedural system linked to the project.
A simple rig or simulation suited to the mandate, constraints, caches and validation.
Advanced materials, lighting, colour management, passes and compositing.
Links, asset libraries, versions, performance, rendering and archiving.
Target skills
Content is organized around the actions, decisions and results participants must produce rather than a simple feature list.
Build geometry accurately with topology suited to the result.
Develop surfaces consistent with scale, lighting and render engine.
Choose lighting that supports product or environment readability.
Structure objects, collections, names, links and versions.
Control timing, curves, constraints and motion.
Optimize quality, calculation time, passes, formats and archives.
Collaborative training
After a short demonstration, participants practise, compare methods and receive immediate feedback. When real files cannot be shared, equivalent exercises reproduce the same constraints without exposing confidential information.
Visualize a productCreate a model, materials, lighting and views for presentation.
Create a short explanatory animationStructure a short scene with camera, motion, text or technical elements.
Prepare a reusable sceneOrganize assets, collections, materials and settings for multiple variants.
Targeted workshops
A workshop can be delivered on its own or integrated into a longer path to address a production, collaboration or governance challenge.
Primitives, modifiers, booleans, cleanup and organization.
UVs, nodes, procedural textures and surface consistency.
Sources, environment, contrast, reflections and presentation.
Keyframes, curves, constraints, motion and framing.
Procedural systems, instances, parameters and variants.
Assets, versions, performance, rendering, passes and archiving.
Our solutions
From a single session to an annual program, the format is adapted to your organization’s pace and priorities.
Your team works live with a specialist who explains, demonstrates and answers questions.
We review files, roles, processes and expected results before building the learning path.
JFL Media coordinates several topics, instructors and teams throughout the year.
Service across Canada
Online sessions can bring together participants in Quebec, Ontario, Western Canada, Atlantic Canada or several regions. In-person delivery is assessed according to the city, instructor availability, travel and schedule.
Frequently asked questions
Yes. The path can focus on modelling, materials, lighting, cameras and product rendering.
Requirements depend on scene complexity and render engine. Workstations and versions are confirmed before training.
Yes, when they can be shared. Otherwise, an equivalent exercise can reproduce the same issues.
Yes at the advanced level or in a targeted workshop, depending on group experience.
Let’s discuss your project
Describe the result you need, current level, number of participants, preferred delivery and any authorized files or processes.