Midterm
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
| Milestone | Week | Deliverables |
|---|---|---|
| Base Mesh Blockout | Unit 1 | Imported references, blocked character |
| Detail & Retopo Pass | Unit 2 | Clothing, props, optimized topology |
| UVs + Rig Setup | Unit 3 | Clean UV unwrap, functional rig |
| Final Submission | End of Unit 3 | Board, 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/→.blendand.fbx02_Textures/→.pngtexture maps (if applicable)03_Renders/→ wireframe, posed renders, turntable04_Documents/→ presentation board + process PDF
Rubric (100 pts)
| Criteria | Excellent | Adequate | Weak | Value |
|---|---|---|---|---|
| Modeling | Clean topology, correct proportions | Minor issues | Sloppy or incomplete | 25 |
| Retopology & UVs | Optimized, seamless, consistent density | Some errors | Missing/incomplete | 20 |
| Rigging | Functional armature, clean weights | Some deformation issues | Broken or incomplete | 20 |
| Renders & Turntable | Polished, well-lit, clear presentation | Present but rough | Poor readability | 15 |
| Process & PDF | Complete with references & reflection | Partial documentation | Minimal/no documentation | 10 |
| Professional Practices | Organized files, correct naming, credits | Minor errors | Disorganized/no credits | 10 |
Late work: −10% per week. Missing references: −5 pts. Poor naming: −2 pts.