3D Modeling and Animation in Barcelona
My Erasmus Experience at ENTI University
During my Erasmus period at ENTI University in Barcelona, I had the opportunity to attend two highly educational courses: Foundations of 3D Modelling and Modelling and Character and Scene Animation. Each course lasted one semester and was worth 6 ECTS, enabling me to gain advanced skills in using industry-standard software such as 3DSMAX, Adobe Substance Painter, Zbrush, Topogun, and Unreal Engine 5. This experience proved to be a pivotal step in my journey toward mastering 3D modelling and animation.
Foundations of 3D Modelling
The Foundations of 3D Modelling course offered me the chance to delve into both inorganic and organic geometry through four creative projects. The first project was the creation of a Gundam, a fascinating exercise where I utilized 3DSMAX to master complex inorganic forms. Subsequently, I worked on modelling a fish and a Spartan helmet, which introduced me to the intricacies of organic geometry. These projects involved using tools such as Zbrush, Topogun, 3DSMAX, and Substance Painter to create detailed and realistic textures. Finally, I designed a military radio, where I returned to inorganic geometry and used a combination of the same tools to produce an intricate and credible result.
Here you can find my work: My ArtStation Portfolio.

Modelling and Character and Scene Animation
The Modelling and Character and Scene Animation course was divided into two main parts, each focusing on different aspects of 3D artistry.
Part 1: 3D Modelling and Scene Creation
In the first part, the emphasis was on 3DSMAX, and I worked on two major projects: creating a living room (as an indoor scene) and a city street (as an outdoor scenario). Starting from reference images, I used Substance Painter to design realistic textures and Unreal Engine 5 to assemble the final scenes. This process was invaluable for learning to integrate multiple platforms to create immersive and visually compelling environments.


Part 2: Animation, Rigging, and Character Design
The second part was dedicated to animation, modelling, rigging, and skinning, where I worked on three distinct projects. These allowed me to further my expertise in character design and bring my creations to life through advanced animation techniques.
Final Thoughts
This Erasmus experience was truly a turning point for me. It was my very first dive into the world of 3D graphics, covering both modeling and animation. I can’t express how exciting it was to tackle something so new and challenging, and honestly, I’m amazed at the progress I was able to make in such a short time. Starting from scratch, I learned to use tools and techniques that allowed me to bring my ideas to life, and each project felt like a little victory.
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