Midterm

Final Project Rubric

You will create a rigged, game-ready character model based on the Character Design Document you completed in Year 1. This project connects directly to Year 2, Semester 1 units:

  • Unit 1 — Character Modeling I (Base Mesh)
  • Unit 2 — Character Modeling II (Detail & Retopology)
  • Unit 3 — Character Rigging & Preparation

Your focus is on clarity and functionality, not extreme detail. The character should be cleanly modeled, properly UV unwrapped, and rigged with a basic armature so it can be posed or animated.

You are not graded on sculpting detail. What matters is that your model is clean, usable, and clearly communicates the design. Another student should be able to animate your rig without issue.


Steps to Completion

Step 1 — Base Mesh Blockout

Import your Year 1 character turnaround into Blender.
Block out the main forms and proportions using primitives.

Step 2 — Detail Pass & Retopology

Refine the model with clothing or accessories.
Clean up edge flow and perform retopology for a game-ready mesh.

Step 3 — UV Unwrapping

Unwrap your character into a clean UV layout.
Ensure consistent texel density and no overlapping islands.

Step 4 — Rigging & Weight Painting

Build a simple armature, apply naming conventions, and parent the mesh.
Use weight painting to ensure clean deformation.

Step 5 — Renders & Presentation

Produce a wireframe render, a posed render, and a simple turntable animation.
Compile everything into a presentation board and process PDF with references.


Deliverables

  • Base Mesh & Retopology — low-poly model with clean topology
  • UVs — properly unwrapped and organized
  • Rigging — functional skeleton and weight painting
  • Renders & Turntable — wireframe, posed, and simple animation loop
  • Presentation Board & Process PDF — workflow documentation, references credited
  • Portfolio Upload — final package added to portfolio

Timeline & Milestones

MilestoneWeekDeliverables
Base Mesh BlockoutUnit 1Imported references, blocked character
Detail & Retopo PassUnit 2Clothing, props, optimized topology
UVs + Rig SetupUnit 3Clean UV unwrap, functional rig
Final SubmissionEnd of Unit 3Board, renders, process PDF

Learning Outcomes

By completing this project, you will:

  • Apply character modeling workflows from concept to rigged model.
  • Practice retopology, UVs, and rigging in Blender.
  • Document your process for a professional portfolio.
  • Prepare a game-ready character for Unreal Engine integration in Semester 2.

Submission Format

  • Folder labeled: Last_First_CharacterModel.zip
  • Subfolders:
    • 01_Models/.blend and .fbx
    • 02_Textures/.png texture maps (if applicable)
    • 03_Renders/ → wireframe, posed renders, turntable
    • 04_Documents/ → presentation board + process PDF

Rubric (100 pts)

CriteriaExcellentAdequateWeakValue
ModelingClean topology, correct proportionsMinor issuesSloppy or incomplete25
Retopology & UVsOptimized, seamless, consistent densitySome errorsMissing/incomplete20
RiggingFunctional armature, clean weightsSome deformation issuesBroken or incomplete20
Renders & TurntablePolished, well-lit, clear presentationPresent but roughPoor readability15
Process & PDFComplete with references & reflectionPartial documentationMinimal/no documentation10
Professional PracticesOrganized files, correct naming, creditsMinor errorsDisorganized/no credits10

Late work: −10% per week. Missing references: −5 pts. Poor naming: −2 pts.