Most people who start 3D modeling spend months on the wrong things. They follow random tutorials, end up with bad topology, and wonder why their characters look off. This program fixes that by starting with how characters actually work anatomically before touching any software.
What the work looks like week to week
You will spend the first two weeks on reference gathering and blocking shapes. Not because it is theory, but because every hour saved in cleanup later comes from good blocking decisions made early. Week three shifts into edge loop logic and face topology, which is where most self-taught artists have gaps.
By the end of week six, you will have a fully modeled humanoid character, clean enough for rigging. You will also understand why your mesh is structured the way it is, which matters when you need to modify it later.
Tools used in this program
Blender 4.x is the primary tool. No paid plugins. The goal is that you understand the fundamentals well enough that switching software later is not painful.
Sessions run twice a week with recorded replays available. Feedback on your mesh is given in writing and via annotated screenshots, not generic praise.
- Week 1: Anatomy reference, proportion systems, blocking with primitives
- Week 2: Head and torso forms, symmetry workflow, subdivision basics
- Week 3: Edge loops, topology flow, avoiding common mesh problems
- Week 4: Hands, feet, and secondary forms
- Week 5: Surface detail, crease control, mesh cleanup
- Week 6: Final character polish, UV basics, export for rigging
What is included
Live sessions twice weekly, recorded replays, mesh feedback on every assignment, and a private group channel for questions between sessions.
