*We customize the course outline and content to your specific needs and relevant use cases.
Module 1: Blender workflow for game characters
- Understanding Blender workspaces, navigation, collections, and scene organization for character work
- Setting up reference images, scale, proportions, and naming conventions
- Organizing files and objects so character assets remain readable across production stages
- Positioning character work within a broader game art pipeline
Module 2: Character blockout and primary forms
- Building the overall body and silhouette from simple forms
- Working with proportion, mass, symmetry, and pose neutral setup
- Using Blender modeling tools to establish clear readable forms
- Moving from blockout to a cleaner character mesh without losing structure
Module 3: Topology for rigging and animation
- Understanding edge flow around shoulders, elbows, knees, hips, neck, and face regions
- Creating topology that deforms well under bending and twisting
- Distinguishing sculptural detail from topology needed for animation
- Identifying and fixing common topology problems before rigging begins
Module 4: Character mesh cleanup and asset preparation
- Managing symmetry, mesh density, normals, and shading consistency
- Separating body, clothing, hair, and accessory elements in a practical way
- Preparing character meshes for UV work, texturing, and rigging stages
- Reviewing the mesh for readability, deformation support, and production readiness
Module 5: Armatures and skeletal structure
- Building a clear bone hierarchy for body, limbs, spine, hands, and head
- Understanding root motion, control bones, deform bones, and clean naming
- Matching the skeleton to gameplay and animation requirements
- Structuring rigs so they remain usable for animation and export
Module 6: Rig controls and animator friendly setup
- Creating practical control objects for posing and animation
- Using inverse kinematics and forward kinematics where each is most useful
- Setting constraints to improve control and consistency
- Keeping rigs functional without making them unnecessarily complex
Module 7: Skinning and weight painting
- Binding the mesh to the armature and understanding deformation influence
- Weight painting methods for shoulders, hips, hands, face regions, and clothing
- Diagnosing collapsing, stretching, and clipping issues during pose tests
- Refining deformation so the rig supports believable motion and game use
Module 8: Facial setup and secondary rig considerations
- Basic approaches to facial posing, blend shape style thinking, and simplified facial controls
- Rigging considerations for hair, accessories, props, and layered clothing
- Supporting secondary motion in a controlled and game aware manner
- Deciding how far to rig based on gameplay needs, camera distance, and asset priority
Module 9: Animation principles in Blender for games
- Posing characters clearly with attention to silhouette, balance, and line of action
- Using timing, spacing, anticipation, and follow through in a game context
- Blocking key poses before refining motion
- Adapting animation detail to gameplay readability and technical constraints
Module 10: Creating reusable gameplay animations
- Building core motion types such as idle, walk, run, turn, attack, and reaction cycles
- Looping animation cleanly for in game use
- Managing transitions and consistency across animation sets
- Structuring animation files and actions for efficient reuse
Module 11: Polish, cleanup, and export readiness
- Cleaning curves, adjusting timing, and improving motion clarity in the graph editor and dope sheet
- Checking feet placement, contact points, arcs, and body overlap
- Preparing rigs and animations for export with clean hierarchy and transforms
- Avoiding common export issues related to scale, naming, constraints, and action handling
Module 12: Character assets in a production pipeline
- Connecting modeling, rigging, animation, and engine integration into one workflow
- Aligning assets with team standards for folders, naming, and review
- Supporting collaboration between modelers, riggers, animators, and technical artists
- Building a practical checklist for future character production work in Blender