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3D scanning — bring the real world into your computer

A favourite toy, a family keepsake, even an ordinary photo — on this path your child learns to turn physical objects into 3D models, edit them and print them anew.

The programme — what you'll build

No theory for theory's sake. This path's programme is a list of projects of increasing difficulty — each one ends with something you can show.

Stage 1 · Start

How a computer “sees” objects

You learn what a 3D scan and a point cloud are — and make your first scan of a simple object from your desk.

Stage 1 · Start

Scanning your favourite toy

You bring a real object into the computer: positioning, lighting, scanning and cleaning up the model.

Stage 2 · Middle

Turning a photo into a 3D model

Ordinary photos become a 3D model — you discover photogrammetry, one of the most fascinating techniques in the industry.

Stage 2 · Middle

Repairing and remixing a scan

The scan is only the beginning: you patch holes in the mesh, fix shapes and add your own elements to the scanned model.

Stage 3 · Advanced

From scan to print

The whole process in one project: you scan, fix and prepare for printing — and a copy of the object arrives at your door in a parcel.

[TO BE VERIFIED by Kuba: project list for the 3D Scanning path — proposal awaiting approval]

How is this different from other ways of learning?

Vs. IT classes at school

3D scanning isn’t in any school curriculum — yet it’s a technology used in medicine, games and heritage preservation. Your child gets a head start.

Vs. internet tutorials

Scanning is temperamental: light, surfaces, settings. Without a mentor it’s easy to give up after the first failed scan — with a mentor it’s just another iteration.

Vs. group courses

Everyone scans a different object and hits different problems. 1-on-1 mentoring means working on the objects your child genuinely wants to bring into 3D.

What's in it for you?

  • You bring real objects into the computer
  • You can make a 3D model even from an ordinary photo
  • You connect the physical and digital worlds in both directions: scan → edit → print
  • You learn a technology used in games, medicine and museums
  • You make copies and remixes of the things you love

For parents

What does this path develop?

3D scanning teaches observation, accuracy and the patience to iterate: the first scan is rarely perfect, and your child learns to improve the result instead of giving up. It’s also the shortest route to understanding how the digital and physical worlds intertwine.

Student projects

[TO BE ADDED: photo gallery of student projects from this path]

Who is this path for?

Who it's for

For kids curious about “how things work”, who like to experiment and are already reasonably comfortable with a computer.

Age

Ages 10–14, recommended after 3D modelling basics

[TO BE VERIFIED by Kuba: age range]

Plans

Available in the Creator and Innovator plans.

[TO BE VERIFIED by Kuba: path availability per plan]

Start with a starter lesson

The mentor gets to know your child, shows what working on this path looks like and helps you choose a plan. The cost of the starter lesson is deducted from your first month's subscription.

Prefer learning at your own pace? This path may also be available as a digital course — take a look at our shop.