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MODELLING FOR ANIMATION (MFA)
ASSIGNMENT 1

Brief
For this assignment, you are required to create a fully modelled 3D cartoon character using Autodesk Maya 2025, following a provided or self‑created model sheet. The character must be an organic humanoid in a neutral A‑Pose or T‑Pose, with clear front and side orthographic views used as reference during modelling.
The following steps form the core of the creation process:
  1. Prepare or adapt a model sheet showing the character in front and side views, ensuring consistency and clarity for use as Maya Image Planes.
  2. Block out the character using the Box Modelling technique.
  3. Create a complete 3D model that accurately matches the reference, with clean topology, correct edge flow, and appropriate detail for animation.
The character must be modelled entirely in polygons, remain under 10,000 quad faces, include inner‑mouth details, and be constructed as a single combined mesh (excluding rigid parts). A smoothed version of the model must also be included in the final scene. The finished work must be presented in a 360‑frame turntable video showing wireframe on shaded.
This assignment is worth 100% of the unit grade.
Detailed Brief
For this assignment, you must model a cartoon humanoid character using Autodesk Maya 2025, working from a prepared model sheet that includes front and side orthographic views in a neutral A‑Pose or T‑Pose. The model sheet may be created by you or adapted from an existing design, but it must be suitable for use as reference images inside Maya.
The following steps are required as part of the modelling workflow:
  1. Create or edit a model sheet showing the character in front and side views, ensuring alignment and clarity for accurate modelling.
  2. Prepare clean reference images (without guide lines) for Maya Image Planes.
  3. Block out the character using the Box Modelling technique, then complete the full model with correct forms, proportions, and detail.
The character must be an organic humanoid with all major anatomical features, including eyes, nose, mouth, ears, hands with fingers, and inner‑mouth elements such as teeth and tongue. The mesh must be entirely polygonal, remain under 10,000 quad faces, and be constructed as a single combined object (except for rigid parts). No floating geometry or open seams are allowed. A smoothed version of the model (1 level) must be included in the final scene and positioned to the right when viewed from the front.
This assignment counts for 100% of the unit grade.
You must submit the following items for assessment:
  1. A complete Maya 2025 project folder.
  2. A blocking‑stage Maya scene file (.ma) containing the character and correctly placed image planes.
  3. A final Maya scene file (.ma) containing the fully modelled character, the low‑poly version, the image planes, and a smoothed duplicate positioned on the right.
  4. A sourceimages folder containing the original model sheet, any adjusted versions, and the cropped front and side views used as Image Planes.
  5. A text file crediting the model sheet’s author (if not self‑created) and describing any AI involvement in the creation or adjustment process.
  6. A turntable video (AVI, MS‑CRAM, 1920×1080, 360 frames, ≤200MB) showing the low‑poly model with wireframe on shaded.
  7. A single combined polygon mesh (excluding rigid parts), with no floating geometry, no open seams, and deleted history.
  8. Topology that uses quads only, with clean edge flow, even distribution of faces, and appropriate density around articulations and creases.
  9. A final ZIP file named: surname_firstname_mfa_1_2025.
Submission
Results Summary

On this assignment I received a mark of 75/100, which I am pleased with, as it was my first time creating a 3D model of a character from scratch. If I were to redo this assignment, I would try to focus more on creating a more human-like character as this is where I lost most of my marks.
Unfotunately, there were some issues with the marking of this assignment, as a result I didn't receive any detailed feedback in the marking criteria, however I set up a meeting with my lecturers to cover the feedback. I had spent some time with my lecturers trying to obtain proper feedback on this assignment, and seeked out to have it remarked, however we did not have much success. I am still very happy with a mark of 75 however, and I have learnt a lot from this process.

Lecturer Feedback: The character reads clearly against the model sheet, with a good match in overall silhouette, clothing breaks, and proportions. Some forms drift from the reference, particularly the head shape and facial feature treatment, which reduces accuracy in the most visible area. Secondary shaping remains simplified in places, which limits likeness and character definition.
Edge flow is generally clean and quad-based, with sensible distribution across the body and strong articulation work in the hand. Facial topology is less convincing, such as the chin and jaw, with loop structure that does not consistently support natural deformation around.
The turntable is clear and well framed, which supports assessment of form and topology. The Maya scene is well presented and the workspace generally aligns with the demands made by the brief.
Overall Feedback: A good character model with clear presentation and generally sound topology, suitable for animation. Fidelity to the reference is good at the macro level, but facial form and facial looping reduce deformation readiness and likeness.

Feedback Images: MFA1 Feedback - References