4E Virtual DesignCultural & Creative Industries Skillnet

4E Virtual DesignModular training programme13 October 2026

Blender Skills Workshops

Ten standalone workshops that each teach one area of Blender, the free 3D software used across animation, games, film, design and visual effects. Start with the 2-hour Introduction or the in-depth Essentials, or come with a basic understanding of Blender, then take any workshop on its own, in any order.

10standalone workshops
2hlive online sessions
49sessions in total
98hours of teaching
01

The workshops at a glance

Each workshop is a complete course of 2-hour sessions with its own outcomes, finished piece and certificate. Select any workshop to see who it is for and what each session covers.

00Start hereBeginner

Introduction to Blender

One 2-hour session: find your way around and make your first render.

1 session · 2 hours View details
01In-depth startBeginner

Blender Essentials

Three sessions that build a solid foundation in modelling, materials and rendering.

3 sessions · 6 hours View details

Then choose any workshop, in any order

02Beginner to intermediate

3D Modelling

Build products, props and characters with clean, usable geometry.

6 sessions · 12 hours View details
03Beginner to intermediate

Materials, Lighting and Rendering

Make models look real or beautifully stylised, then light and render them.

6 sessions · 12 hours View details
04Intermediate

Animation and Rigging

Learn how movement works, build character controls and animate a walk cycle.

8 sessions · 16 hours View details
05Beginner to intermediate

2D Animation with Grease Pencil

Draw and animate in 2D inside Blender, then stage your drawings in 3D.

5 sessions · 10 hours View details
06Intermediate

Procedural Design with Geometry Nodes

Build with rules: forests, cities and patterns you can change with a slider.

5 sessions · 10 hours View details
07Intermediate

Simulation and Visual Effects

Make things fall, crash, flow, burn and blow in the wind.

5 sessions · 10 hours View details
08Intermediate

Python Scripting for Blender

Use simple Python to automate tasks and build your own tools.

5 sessions · 10 hours View details
09Intermediate

Finishing and Real-time Delivery

Polish images and video, and take 3D work into games, the web, AR and VR.

5 sessions · 10 hours View details

Teaching hours by workshop · 98 hours in total

02

How it works

The programme is modular. Nobody has to commit to a long course: participants choose the workshop that matches what they need, and the network can schedule each workshop independently as demand requires.

How to start

  • New to Blender? Start with the Introduction. One 2-hour session gives you enough to follow any workshop.
  • Want a stronger foundation? Blender Essentials covers the same ground in depth over three 2-hour sessions.
  • Already know the basics? Go straight to any workshop. Check yourself against the list opposite.
  • Every workshop stands alone. Take one, or build your own route through several, in any order.

Ready for any workshop if you can

  • Move around the 3D viewport confidently
  • Select, move, rotate and scale objects
  • Add objects and apply a modifier
  • Give an object a simple material
  • Render an image and save your file
03

Who it is for

The workshops are written so a complete newcomer can follow every session, while the content matches the tools and workflows used in professional studios.

  • Newcomers and career changers

    No experience needed. Start with the 2-hour Introduction, or Blender Essentials for more depth, then choose the workshop that matches your interest. Blender is free, so you can keep practising at home after the workshop ends.

  • Creative professionals and freelancers

    Add 3D to the work you already do. Illustrators, designers, architects, photographers and animators can go straight to the one workshop that fits their practice.

  • Studios and companies

    Upskill staff on one specific skill without committing them to a long course. Blender has no licence fees, which makes it practical to roll out across a team.

  • Schools, colleges and educators

    Teachers can learn to teach 3D with software that is free for every classroom and student. The scripting workshop doubles as a creative route into coding.

04

Example routes

Some participants will want more than one workshop. These combinations suit common goals; any other combination works too.

GoalWorkshopsHours
Try Blender first
Introduction to Blender
2
3D artist and product visualisation
Blender Essentials3D ModellingMaterials, Lighting and Rendering
30
2D artist into 3D
Introduction to Blender2D Animation with Grease PencilAnimation and Rigging
28
Effects and motion design
Introduction to BlenderProcedural Design with Geometry NodesSimulation and Visual Effects
22
Technical artist
Introduction to BlenderProcedural Design with Geometry NodesPython Scripting for Blender
22
Games, web and XR
Blender Essentials3D ModellingMaterials, Lighting and RenderingFinishing and Real-time Delivery
40
05

Inside a 2-hour session

Every session follows the same shape, so participants know what to expect. More than half of each session is hands-on practice rather than watching.

TimeBlockWhat happens
0:00–0:10Check-in and recapQuestions and a quick look at take-home work
0:10–0:45Live demonstrationThe instructor builds while explaining
0:45–0:50BreakScreen rest
0:50–1:40Guided practiceParticipants build along, with help in the chat or breakout rooms
1:40–2:00Share and next stepsShow results, set a short take-home challenge

Around every session

  • A starter file is shared before each session, so everyone begins from the same point.
  • Every session is recorded and shared with the group for catching up and revision.
  • A shared help channel stays open between sessions for questions.
  • One Blender version is fixed per workshop, so menus and tools match on every screen.
06

For the network

A summary of how the workshops are delivered, assessed and recorded, for the Cultural & Creative Industries Skillnet.

ItemDetail
DeliveryLive online, instructor-led, in English
Session length2 hours, one or two sessions a week
Workshop length1 to 8 sessions (2 to 16 hours), shown on each workshop
Class sizeUp to 15 participants per cohort
EntryIntroduction to Blender or Blender Essentials, or equivalent basic knowledge confirmed by a short self-check at registration
Learning outcomesStated for every session and every workshop
AssessmentPractical: weekly take-home challenges and one finished piece per workshop
CompletionCertificate of completion from 4E Virtual Design for at least 80% attendance and the finished piece submitted; attendance only for the 2-hour Introduction
AccreditationNon-accredited; no QQI award
Records for the networkAttendance for every session, before-and-after skills self-assessment, end-of-workshop feedback survey
SoftwareBlender, free and open source; one long-term support (LTS) version is fixed for each workshop
SchedulingEach workshop runs on its own, in any order, and can be repeated as demand requires
07

What participants need

Blender is free and runs on most modern computers. Simulation and rendering benefit from a more powerful machine; requirements specific to a workshop are listed in its details.

ItemDetail
ComputerWindows, macOS or Linux, ideally from the last five years
Minimum64-bit quad-core processor, 8 GB memory, graphics card with 2 GB video memory
Recommended16 GB memory or more and a dedicated graphics card, especially for rendering and simulation
Mouse and tabletA three-button mouse with scroll wheel; a graphics tablet for sculpting and Grease Pencil
ConnectionStable broadband, a microphone, and ideally a second screen to watch and work at the same time
SoftwareBlender, free to download. We confirm the version before each workshop
08

Questions

Do I need any experience?

Not for the Introduction or Blender Essentials. For every other workshop you need a basic understanding of Blender: take one of those first, or check yourself against the 'ready' list on this page.

Should I take the Introduction or Essentials?

The Introduction is a single 2-hour session and enough to follow any workshop. Essentials is three sessions and gives a much stronger foundation. Take either, or the Introduction first and Essentials later.

Do I have to take the workshops in order?

No. Every workshop stands on its own. The Introduction or Essentials is recommended first; after that, pick any workshop in any order.

Is Blender really free?

Yes. Blender is free and open source for any use, including commercial work. There are no licence or subscription costs for participants, employers or schools.

What if I miss a session?

Every session is recorded and shared with the group along with the starter files, so you can catch up before the next one.

Will I get a certificate?

Yes. You get a certificate of completion for each workshop when you attend at least 80% of sessions and submit your finished piece. The workshops are not accredited.

Can a studio or school arrange its own group?

Workshops can be scheduled for a specific group through the network, subject to numbers.

How much work is there between sessions?

Each session ends with a short optional challenge, usually 30 to 60 minutes, so you can practise the skill while it is fresh.

09

Workshop details

Workshop 00Start here

Introduction to Blender

Beginner1 × 2-hour session2 hoursLive online · up to 15

In plain terms

A single, hands-on 2-hour taster. Starting from Blender's default scene, you learn to move around in 3D, shape a simple object, give it colour and light, and save a finished picture. No experience needed.

For industry professionals

A compact orientation to the interface, navigation, transforms, basic edit-mode modelling, the modifier stack, a first material and an EEVEE render. Enough shared vocabulary to join any workshop in the programme, and a quick way to judge whether Blender suits a team.

The session, block by block

TimeBlockWhat happens
0:00–0:10Welcome and setup checkBlender installed, preferences set, default startup scene open
0:10–0:25What Blender can doShort tour of modelling, animation, Grease Pencil, simulation and scripting
0:25–0:45Interface and navigationWorkspaces, moving around the viewport, selecting, move, rotate and scale
0:45–1:20Guided buildTurn the default cube into a simple prop: extrude, loop cut, bevel, Subdivision Surface modifier
1:20–1:35Material and lightOne material, one lighting setup
1:35–1:45Render and saveAn EEVEE render, good file-saving habits
1:45–2:00Showcase and next stepsShare renders, choose a next workshop with the instructor's help
Who it is for
  • Anyone curious about 3D, with no experience
  • People deciding which workshop to take
  • Managers and teachers evaluating Blender for a team or classroom
You leave with

A rendered image of the prop you built, the saved Blender file, and a clear idea of which workshop to take next.

Before you start

None. Install Blender beforehand; simple instructions are sent in advance.

Tools and techniques

Viewport navigationMove, rotate, scaleExtrudeLoop cutBevelSubdivision SurfaceEEVEE

Workshop 01In-depth start

Blender Essentials

Beginner3 × 2-hour sessions6 hoursLive online · up to 15

In plain terms

The in-depth way to start. Over three 2-hour sessions you learn to move confidently in 3D, build objects properly, organise your work and turn it into a polished, finished picture. No experience needed, and a good next step after the Introduction.

For industry professionals

Establishes solid working habits: navigation and scene organisation, edit-mode modelling, the non-destructive modifier stack, materials, lighting, cameras, EEVEE rendering and file management. A thorough on-ramp for anyone switching from Maya, 3ds Max, Cinema 4D or SketchUp.

Session by session

#SessionWhat is coveredBy the end, participants can
1Interface and navigationWorkspaces, moving around the viewport, selecting, move, rotate and scale, adding objects, saving filesFind their way around and arrange a simple scene
2Building objectsEdit mode: extrude, inset, loop cut, bevel; Subdivision, Mirror and Array modifiersModel a simple prop from basic shapes
3Material, light and renderA first material, lights and camera, rendering with EEVEE, file organisation, where to go nextLight, render and save a finished image
Who it is for
  • Complete beginners who want a solid foundation
  • Introduction participants who want to go further
  • Professionals moving to Blender from other 3D software
You leave with

A rendered image of a prop you built yourself, the saved Blender file, and a completed self-check showing you are ready for any other workshop.

Before you start

None. Take it instead of the Introduction, or after it. Session 1 starts from the beginning and moves on quickly.

Tools and techniques

Viewport navigationObject and Edit modeModifiersPrincipled BSDFEEVEEOutliner

Workshop 02

3D Modelling

Beginner to intermediate6 × 2-hour sessions12 hoursLive online · up to 15

In plain terms

Learn how 3D objects are built, from mechanical products and furniture to characters and creatures, the same way they are built for games, film and product design.

For industry professionals

Clean quad topology and edge flow, hard-surface technique with bevels, booleans and non-destructive modifier stacks, and a sculpt-to-retopology workflow that produces assets ready for texturing, rigging and real-time engines.

Session by session

#SessionWhat is coveredBy the end, participants can
1Topology and edge flowQuads, edge loops and poles; why clean geometry mattersModel clean, quad-based shapes
2Hard surface IModelling from reference images, bevels and supporting edgesModel a mechanical object from a reference
3Hard surface IIBooleans, modifier stacks, non-destructive workflowBuild complex shapes that stay editable
4Sculpting ISculpt brushes, dynamic topology, remeshingSculpt an organic form from a simple base
5Sculpting IIMultiresolution, surface detail, sculpting a bust or creatureAdd fine detail to a sculpt
6Retopology and clean-upRetopology tools, Shrinkwrap, normals, preparing an asset for useTurn a sculpt into a clean, lightweight model
Who it is for
  • Product, furniture and industrial designers
  • Architects and interior designers
  • Illustrators and concept artists moving into 3D
  • Game and film asset artists
You leave with

A hard-surface prop and a sculpted, retopologised organic model, both production-ready.

Before you start

The Introduction or Blender Essentials, or a basic understanding of Blender (see the 'ready' checklist).

Equipment

A graphics tablet helps for sculpting but is not required.

Tools and techniques

Edit mode toolsBevelBooleanMirrorSubdivision SurfaceSculpt modeMultiresolutionRemeshRetopology

Workshop 03

Materials, Lighting and Rendering

Beginner to intermediate6 × 2-hour sessions12 hoursLive online · up to 15

In plain terms

Give 3D models their surfaces, colours and textures, light them the way a photographer would, and produce high-quality images ready for a portfolio, a client or a website.

For industry professionals

UV layout, node-based PBR shading, procedural materials, texture painting and baking, lighting and camera craft, and Cycles and EEVEE render settings with correct colour management. Texture output transfers to game engines and other renderers.

Session by session

#SessionWhat is coveredBy the end, participants can
1UV unwrappingSeams, unwrapping methods, packingUnwrap a model with clean, low-distortion UVs
2Shader nodes and PBRPrincipled BSDF, image textures, PBR texture mapsBuild realistic materials in the shader editor
3Procedural materialsNoise, masks, mixing, reusable node groupsCreate materials without image textures
4Texture painting and bakingPainting in Blender, baking normal and ambient occlusion mapsPaint textures and bake detail onto a model
5Lighting and camerasThree-point lighting, HDRIs, area lights, focal length, depth of fieldLight and frame a scene with intent
6RenderingCycles and EEVEE, sampling, denoising, colour management, output formatsRender a polished, portfolio-ready still
Who it is for
  • Product and architectural visualisers
  • Photographers and lighting professionals
  • Marketing, retail and e-commerce teams
  • Game and film artists
You leave with

A fully textured, lit and rendered asset, presented as a portfolio image.

Before you start

The Introduction or Blender Essentials, or a basic understanding of Blender (see the 'ready' checklist).

Equipment

A dedicated graphics card makes rendering much faster.

Tools and techniques

UV EditorShader EditorPrincipled BSDFPBR mapsTexture PaintBakingHDRI lightingCyclesEEVEEAgX colour

Workshop 04

Animation and Rigging

Intermediate8 × 2-hour sessions16 hoursLive online · up to 15

In plain terms

Bring things to life. Learn how movement works on screen, then build the 'skeleton' and controls that let you pose and animate a character. Ready-made characters are provided, so no modelling is needed.

For industry professionals

Keyframing and graph-editor polish grounded in the principles of animation, then armatures, weight painting, IK/FK, constraints, drivers, shape keys and Rigify, finishing with a walk cycle and non-linear animation (NLA).

Session by session

#SessionWhat is coveredBy the end, participants can
1Keyframes and timingTimeline, dope sheet, keying, timingAnimate objects with clear timing
2Graph editor and spacingCurves and easing, principles of animation, the bouncing ballPolish motion with the graph editor
3Camera and object animationFollow paths, constraints for animation, camera movesAnimate a short camera move
4Armatures and weight paintingBones, parenting, skinning a meshBuild and skin a basic rig
5Control rigsIK and FK, constraints, custom controlsBuild an animator-friendly control rig
6Drivers, shape keys and RigifyFacial shapes, drivers, generating a full rigAdd expressions and generate a complete rig
7Character animationPosing, the walk cycleAnimate a character walk cycle
8Finishing a shotReusing actions, the NLA editor, rendering a previewCombine actions into a finished short shot
Who it is for
  • 2D animators moving into 3D
  • Motion designers
  • Game developers
  • Character artists and riggers starting out
You leave with

A rigged character and a rendered short animated shot that includes a walk cycle.

Before you start

The Introduction or Blender Essentials, or a basic understanding of Blender (see the 'ready' checklist).

Tools and techniques

Dope SheetGraph EditorArmaturesWeight PaintIK / FKConstraintsDriversShape KeysRigifyNLA Editor

Workshop 05

2D Animation with Grease Pencil

Beginner to intermediate5 × 2-hour sessions10 hoursLive online · up to 15

In plain terms

Draw and animate by hand inside Blender, then place your drawings in a 3D world with real cameras and lighting. Made for illustrators and 2D animators.

For industry professionals

Grease Pencil frame-by-frame drawing, layers, materials, modifiers and effects, 2D-in-3D staging with cameras and parallax, and the hybrid 2D/3D workflows now used in feature and series production.

Session by session

#SessionWhat is coveredBy the end, participants can
1Drawing tools and layersBrushes, strokes and fills, materials, layersDraw clean, editable artwork
2Frame-by-frame animationOnion skinning, timing, keyframesAnimate a short hand-drawn sequence
32D in 3DDrawing in 3D space, cameras, depth and parallaxStage drawings in a 3D scene with a moving camera
4Modifiers, effects and lightingLine and colour modifiers, visual effects, lighting drawingsAdd a stylised finish to drawings
5Mixed 2D and 3D sceneCombining drawings with 3D models, renderingRender a short mixed 2D/3D shot
Who it is for
  • Illustrators and comic artists
  • 2D animators and storyboard artists
  • Art and animation teachers
  • Designers wanting a hand-drawn look
You leave with

A short animated sequence that mixes hand-drawn and 3D elements.

Before you start

The Introduction or Blender Essentials, or a basic understanding of Blender (see the 'ready' checklist).

Equipment

A graphics tablet is strongly recommended.

Tools and techniques

Grease PencilDraw modeLayersOnion skinningModifiersEffects2D in 3D staging

Workshop 06

Procedural Design with Geometry Nodes

Intermediate5 × 2-hour sessions10 hoursLive online · up to 15

In plain terms

Build with rules instead of by hand. Create things like forests, cities and patterns that change instantly when you move a slider.

For industry professionals

Node-based procedural modelling: attributes and fields, instancing, scattering, curve tools and reusable node-group assets for environment art, motion design and design variation.

Session by session

#SessionWhat is coveredBy the end, participants can
1FundamentalsThe node editor, how data flows, transformsBuild a first procedural object
2Attributes and fieldsReading and writing attributes, fields, selectionsDrive shapes with attributes and fields
3Instancing and scatteringDistributing points, instancing, natural variationScatter objects naturally across a surface
4Curves and procedural modellingCurve tools, profiles, generating structuresGenerate procedural structures from curves
5Node groups and toolsExposed inputs, node-group assets, sharing toolsPackage a reusable, artist-friendly tool
Who it is for
  • Environment and motion designers
  • Architects and designers exploring parametric design
  • Technical artists
  • Game developers
You leave with

A reusable procedural environment generator with simple controls anyone can adjust.

Before you start

The Introduction or Blender Essentials, or a basic understanding of Blender (see the 'ready' checklist).

Tools and techniques

Geometry NodesAttributesFieldsInstancingPoint distributionCurvesNode groupsAsset Browser

Workshop 07

Simulation and Visual Effects

Intermediate5 × 2-hour sessions10 hoursLive online · up to 15

In plain terms

Make things fall, crash, flow, burn and blow in the wind. Learn to create realistic physical effects for animation, film and product shots.

For industry professionals

Rigid and soft bodies, cloth, Mantaflow liquids and gas, particles, hair and simulation zones, with caching and baking workflows and render-ready settings.

Session by session

#SessionWhat is coveredBy the end, participants can
1Rigid bodies and cachingCollisions, constraints, breaking objects, bakingSet up and bake collisions and destruction
2Cloth and soft bodiesFabric, pinning, collisions, soft objectsSimulate fabric and soft objects
3LiquidsMantaflow liquid domains, flows, meshingSimulate and render a liquid pour or splash
4Smoke and fireGas simulation, volumes, shading fireCreate and render smoke and fire
5Particles, hair and simulation zonesParticle systems, hair curves, simulation nodesDirect particle and procedural simulations
Who it is for
  • VFX and motion artists
  • Product visualisers who need cloth or liquids
  • Film and game cinematics teams
  • Anyone curious about physics in 3D
You leave with

A short rendered effects shot combining at least two simulation types.

Before you start

The Introduction or Blender Essentials, or a basic understanding of Blender (see the 'ready' checklist).

Equipment

Simulations are demanding: a dedicated graphics card and 16 GB of memory or more are recommended.

Tools and techniques

Rigid BodyClothSoft BodyMantaflowSmoke and fireParticlesHair curvesSimulation zonesBaking

Workshop 08

Python Scripting for Blender

Intermediate5 × 2-hour sessions10 hoursLive online · up to 15

In plain terms

Teach Blender to do repetitive work for you. Learn simple Python code to automate tasks and build your own tools and buttons. No coding experience is needed.

For industry professionals

The bpy data API, automation and batch processing, operators, properties and UI panels, handlers, and packaging add-ons as Blender extensions for studio pipelines.

Session by session

#SessionWhat is coveredBy the end, participants can
1Python in BlenderThe Python console and text editor, Python basicsRun and change simple scripts
2The Blender data APIObjects, meshes and materials in codeCreate and change a scene with code
3AutomationBatch renaming, exporting and renderingAutomate a repetitive task
4Operators, properties and panelsCustom operators, settings and interface panelsBuild a custom tool with its own interface
5Packaging an add-onAdd-on structure, handlers, packaging as an extensionShip a working, installable add-on
Who it is for
  • Technical artists and pipeline staff
  • Developers working with 3D
  • Studios wanting custom in-house tools
  • Teachers combining coding and creativity
You leave with

An installable add-on that solves a real task in your own work.

Before you start

The Introduction or Blender Essentials, or a basic understanding of Blender (see the 'ready' checklist).

Tools and techniques

PythonbpyOperatorsPropertiesUI panelsHandlersExtensions

Workshop 09

Finishing and Real-time Delivery

Intermediate5 × 2-hour sessions10 hoursLive online · up to 15

In plain terms

Finish and deliver your work: polish images and video, and get your 3D models working in games, on websites and in AR and VR.

For industry professionals

Compositor and render passes, the Video Sequence Editor, real-time optimisation (polygon budgets, baking, LODs), glTF/GLB and FBX export, Unity, Unreal and WebXR handoff, and file conventions for team work.

Session by session

#SessionWhat is coveredBy the end, participants can
1Compositing and render passesThe compositor, render passes, colour gradingFinish renders with post-production
2Video editingThe Video Sequence Editor, sound, outputEdit and output a short video
3Optimising for real-timePolygon budgets, baking, levels of detail (LODs)Prepare a lightweight real-time asset
4Export to engines and the webglTF/GLB and FBX, Unity, Unreal and WebXR handoffDeliver assets that open correctly in engines and browsers
5Project deliveryNaming, file structure, collaboration, presenting workPresent a finished, delivery-ready project
Who it is for
  • Game and XR developers
  • Video editors and motion designers
  • Studios bringing Blender into an existing pipeline
  • Web and marketing teams using 3D
You leave with

A composited render or short edit, and an optimised asset working in a real-time or web viewer.

Before you start

The Introduction or Blender Essentials, or a basic understanding of Blender (see the 'ready' checklist).

Tools and techniques

CompositorRender passesVideo Sequence EditorBakingLODsglTF / GLBFBXUnityUnrealWebXR