Unit One

Character Modeling I — Base Mesh

This unit begins the transition from 2D design into 3D modeling. Students will take their Year 1 Character Design Document and start creating a base mesh in Blender. The focus is on learning proper proportions, blocking out forms, and establishing clean geometry that will later be detailed, retopologized, and rigged.

ℹ️
This is the first stage of character production. The goal is not polish, but creating a solid foundation: readable proportions, correct scale, and clean topology to support future detailing and rigging.

Topics Covered

  • Importing/using reference images and orthographic turnarounds
  • Blender character setup (units, scale, and workspace)
  • Blocking out character proportions with primitives
  • Basic anatomy landmarks for modeling
  • Mesh editing and sculpting workflows for base forms
  • Saving and exporting clean project files

Assignments

Learning Report

Objectives

  • Translate 2D character turnaround into a 3D base mesh
  • Demonstrate accurate proportions and readable forms
  • Identify and model basic anatomy landmarks
  • Maintain clean geometry suitable for further detailing and retopo
  • Save/export properly named project files and upload to portfolio

Materials

  • Blender installed on classroom computers
  • Character Design Document from Year 1, Unit 6
  • Digital journal/sketchbook for notes

Assessment
Students will be evaluated on the completeness of their base mesh, accuracy of proportions, and clarity of anatomy landmarks. Clean geometry and correct file submission are required for full credit.

Activities
Students import their reference sheets into Blender, block out their character with primitives, refine the model into a recognizable form, and practice cleaning geometry. They will upload screenshots and a portfolio entry showing progress and final base mesh.

Education Standards

The following standards are drawn from the 2024 AME Industry Skills Framework:

  • 1.4 — Apply principles of art, design, and composition to creative works
  • 4.3 — Use job-specific hardware/software for workflows and content delivery
  • 10.3 — Visualize ideas through sketches, turnarounds, and modeling
  • 17.5 — Model digital characters and create orthographic/turntable views
  • 18.2 — Understand artist workflows for modeling and anatomy forms