Unit Two
This unit focuses on refining the base mesh created in Unit 1. Students will add detail to their character, including clothing, accessories, and props, while learning how to optimize geometry through retopology and UV mapping. The emphasis is on creating a game-ready character model that is both visually appealing and efficient.
Topics Covered
- Refining the base mesh with detail passes
- Adding clothing, accessories, and simple props
- Understanding polygon density and edge flow
- Retopology techniques for clean, optimized meshes
- UV unwrapping and organizing UV layouts
- Preparing meshes for texturing and rigging
Assignments
Learning Report
Objectives
- Refine a base mesh with details like clothing and props
- Demonstrate understanding of edge flow and optimized topology
- Retopologize a character for efficient in-game use
- Create organized UV layouts suitable for texturing
- Export a clean, optimized model and publish it to the portfolio
Materials
- Blender installed on classroom computers
- Completed base mesh from Unit 1
- Digital journal for documenting workflow
Assessment
Students are evaluated on how well they refine their base mesh into a more complete character, with attention to detail, proportion, and efficiency. Retopology and UVs are assessed for cleanliness and usability.
Activities
Students add detail passes to their models, experiment with edge flow, and retopologize for clarity. They unwrap UVs and prepare their model for texturing. Each student exports renders/screenshots of their detailed and retopologized character for portfolio submission.
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 delivery
- 4.5 — Apply rendering and exporting techniques to meet standards
- 17.5 — Model digital characters and prepare for rigging/texturing
- 18.2 — Understand artist workflows for modeling, retopology, and UVs