AI5 PROFESSIONAL CERTIFICATE · BY TGC INDIA · UPDATED AUGUST 2026

Meshy AI for Game Design

Create, optimise, texture, rig and export game-ready 3D assets with Meshy AI for Unity and Unreal Engine workflows.

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Online + OfflineWeekdays + WeekendsRegular + Fast Track
The living composition16

Direction turns generated parts into one visual system.

FRAMEMAKEEDIT
Duration3 weeks
Learning modeClassroom + Live Online
ScheduleWeekdays + Weekends
TrackRegular + Fast Track*
Entry levelBeginner to Intermediate
Projects4 substantial practical builds
22+years in training
20,000+learners across TGC
5classroom locations
Live onlinejoin from anywhere

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COURSE OVERVIEW

What this course
is built to do.

Learn a compact 3D asset workflow built around Meshy AI: plan the asset, generate controlled variants, prepare geometry and PBR materials, rig suitable characters and test exports inside a game engine.

Each module combines a live trainer demonstration, guided lab, assignment and review before the next stage.

WHO SHOULD JOINGame design and game art students3D artists and animation learnersIndie game developersDesigners moving into AI-assisted 3D
PREREQUISITE

Basic computer use and an interest in 3D game art. Prior modelling knowledge is helpful but not required.

CONNECTED CAREER DIRECTIONS

AI 3D Asset ArtistJunior Game ArtistGame Asset PrototyperMeshy AI Creator

IS THIS COURSE RIGHT FOR YOU?

Choose it for the right reason.

01

You want to create 3D game assets faster with AI

02

You need a short, project-led introduction to Meshy

03

You want to move generated assets into Unity or Unreal Engine

YOUR LEARNING ARC

From guided foundation to finished work.

01

Plan

Turn a game idea into clear asset briefs, references and polygon targets.

02

Generate

Create and compare 3D models from text, images and multi-view references.

03

Prepare

Remesh, texture, rig and check assets for real-time use.

04

Deliver

Export, test and present a consistent mini asset pack.

INDUSTRY TASKS

Practise the work, not only the tool.

  1. Generate several prop variants from one game brief
  2. Optimise and texture an environment object for a target polygon budget
  3. Rig a character and test its animation in a game-engine scene
PRO
LED

YOUR TRAINING TEAM

Learn from experienced working professionals.

Live demonstrations, guided practice and direct project feedback are part of the course. Trainers update examples and tool coverage as professional practice changes.

Meet our trainers ↗

WHAT YOU WILL BE ABLE TO DO

Course outcomes

01

Create controlled 3D game assets

A matched prop set generated from written and visual briefs.

02

Prepare assets for real-time use

An optimised mesh with a stated polygon target, checked UVs and PBR maps.

03

Rig and test a character

An animated character with recorded deformation checks.

04

Complete a game-engine hand-off

A Unity or Unreal scene containing correctly scaled, textured and organised assets.

TAKE THE NEXT STEP

Need fees, syllabus or the right batch?

An AI5 Academy advisor can help you compare mode, schedule and starting level.

DETAILED COURSE FLOW

5 learning modules

Move from a game-art brief to a tested 3D asset pack using Meshy generation, mesh preparation, PBR materials, character rigging and game-engine import checks.

MODULE 01

Game-ready 3D foundations and asset briefs

Understand what makes a 3D asset usable in a real-time game and plan before generating.

CORE TOPICS
  • Mesh, topology, UVs, PBR maps and rigs
  • Characters, props, vehicles and environment pieces
  • Silhouette, reference sheets and consistent art direction
  • Polygon budgets for mobile, PC, console and VR
GUIDED PRACTICE

Write a game-asset brief with references, target use, style rules and polygon budget.

MODULE DELIVERABLE

Game asset brief and production checklist

MODULE 02

Text, image and multi-image to 3D

Generate controlled models in Meshy and select variants by shape, detail and intended game use.

CORE TOPICS
  • Text to 3D prompt structure
  • Image to 3D and multi-view reference preparation
  • Meshy 3D Agent for connected asset ideas
  • Variants, symmetry, pose and generation review
GUIDED PRACTICE

Generate a matched set of props from text and image references, then record why each final version was selected.

MODULE DELIVERABLE

Stylised game prop set with generation record

MODULE 03

Remesh, UV and PBR texturing

Prepare geometry and materials for real-time use while preserving the asset's visual identity.

CORE TOPICS
  • Remesh and target face count
  • Topology checks and basic cleanup
  • UV mapping and visible seam checks
  • Albedo, normal, roughness and metallic maps
  • AI texturing and retexturing
GUIDED PRACTICE

Optimise an environment asset for a chosen platform and produce a checked PBR material set.

MODULE DELIVERABLE

Optimised environment asset with PBR textures

MODULE 04

Character rigging and animation checks

Turn a suitable character mesh into an animation-ready asset and identify common deformation problems.

CORE TOPICS
  • A-pose and T-pose preparation
  • Humanoid and quadruped auto-rigging
  • Animation selection and preview
  • Joint, weight and deformation checks
  • When manual repair is still needed
GUIDED PRACTICE

Rig one generated character, apply an animation and inspect shoulders, hips, hands and feet during movement.

MODULE DELIVERABLE

Rigged character with animation test

MODULE 05

Unity and Unreal delivery capstone

Export assets with the right format and verify that geometry, materials, scale and animation survive the hand-off.

CORE TOPICS
  • FBX and GLB export choices
  • Scale, orientation, pivots and file organisation
  • Unity and Unreal import checks
  • Material assignment, collision and scene placement basics
  • Asset-sheet and portfolio presentation
GUIDED PRACTICE

Import the final prop, environment and character assets into a small engine scene and complete a visual and technical review.

MODULE DELIVERABLE

Game-ready asset pack capstone

HOW THE TRAINING WORKS

Learn it. Apply it. Get it reviewed. Improve it.

Every important skill moves through explanation, demonstration, guided use and independent application. Trainer feedback is used to revise the work before it becomes part of the final portfolio.

01

Concept briefing

The trainer explains the principle, use case, limitations and the quality standard expected.

02

Live demonstration

A complete task is demonstrated while the trainer explains decisions, checks and common mistakes.

03

Guided lab

Learners repeat the method with support, ask questions and correct problems during the session.

04

Applied assignment

The same method is used on a different brief so the learner must make independent decisions.

05

Review and revision

Work is checked against a rubric, revised after feedback and prepared for project presentation.

PROGRESS IS CHECKED THROUGHClass exercisesModule deliverablesProject reviewsFinal capstone presentation

PORTFOLIO WORK

Projects you can show

01

Stylised game prop set

Plan, produce, test and present a finished piece with trainer feedback.

02

Environment asset with PBR materials

Plan, produce, test and present a finished piece with trainer feedback.

03

Rigged and animated game character

Plan, produce, test and present a finished piece with trainer feedback.

04

Game-ready asset pack capstone

Plan, produce, test and present a finished piece with trainer feedback.

TAKE THE NEXT STEP

Need fees, syllabus or the right batch?

An AI5 Academy advisor can help you compare mode, schedule and starting level.

TOOLS COVERED

Meshy AIMeshy 3D AgentUnityUnreal EngineBlender
Tool coverage may be updated when the industry changes. Core methods remain part of the course.

COMMON QUESTIONS

Before you apply

Do I need Maya or Blender experience?

No. Prior 3D knowledge helps, but the course teaches the required mesh, texture, UV and rigging terms from the start.

Does the course teach full game development?

No. It focuses on AI-assisted 3D asset creation and the hand-off into Unity or Unreal Engine.

Will every AI model be ready for a game immediately?

No. Learners are taught to inspect shape, topology, polygon count, materials, scale and animation before accepting an asset.

Do I need coding experience?

No, unless the course level says otherwise. Your advisor will check the right starting level.

Are classes live or recorded?

Classes are trainer-led in the classroom or live online. Recordings may support revision but do not replace class.

Will I receive a certificate?

Yes. Course completion requires attendance, assignments and the final project.

Can working professionals join?

Yes. Weekday, weekend and selected fast-track schedules are available.

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NEXT BATCH

Choose your course.
Choose your schedule.

Online or offline. Weekdays or weekends. Regular or fast track. Speak with an AI5 Academy advisor about the right starting level.

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