G—P / FMX 320 / Semester / Week 07

Week 07 · Phase 2 — Character & motion

Guided asset training practical exam Exam · 25%

Today you prove the fundamentals with your own two hands — no agent, no internet, no AI TA. Monday is a timed rehearsal; Wednesday is the exam itself: one hundred and ten minutes to unwrap, texture, light and land a supplied asset in Unreal. This is the floor the rest of the term stands on.

Sessions Mon Oct 12 & Wed Oct 14 · 2:00 – 3:50 pm · CCB-134 Bring yourself, rested — no laptop pre-loading, no AI
By the end of this session you can

Mon 2:00 · Exam brief The rules, and what earns the marks

Read this once, then commit — the clock is real and there are no extensions inside the session.

The rules

This is an in-class, hands-on exam. No AI agents of any kind — Claude Code, Codex CLI, Copilot, chat assistants, or Unreal MCP bridges are all banned and closed for the duration. No internet reference: work from the printed spec sheet and the offline hotkey/reference sheets provided at your station. You may use Blender, Substance Painter, and Unreal Engine 5.8 only. Phones face-down and away. If a tool crashes, raise a hand — we recover your file, the clock is paused for you individually while we do.

What you are making

A single small prop to spec — think a lantern, a crate-with-hardware, or a hand tool. The spec sheet hands you the silhouette, the poly budget, the texel-density target, and the material call-outs. You are not being graded on creative flourish today; you are being graded on control — hitting a target someone else set, the way a production task actually arrives.

What's graded — and why it's 25%

Five things, weighted toward the craft that does not forgive shortcuts: topology (even, purposeful, budget-respecting geometry that would deform and shade predictably), UVs (no overlaps, consistent texel density, seams hidden where they should be, tight packing), texel budget (you stayed inside the resolution you were given), materials (physically sensible albedo/roughness/normal that read in engine), and lighting plus a clean Unreal import (correct scale and orientation, no errors in the Message Log, material assigned and visibly correct). This exam is 25% of your grade because it is the skill floor: everything AI-assisted you do later assumes you can already do this unaided.

State of the Art · Why the skill floor matters

Reported hiring data says AI fluency commands a premium on top of fundamentals, not instead of them — studios still test whether you can model, unwrap, and light unaided. Today's no-AI exam is the floor everything else stands on.

Robert Half 2026 tech hiring

Mon 2:45 · Rehearsal & principles A timed dry run

You do not want Wednesday's clock to be the first clock you have felt. Today is a shortened rehearsal on a different asset, so the pacing is familiar before it counts.

  1. A half-length run

    Same four phases, half the time, a throwaway mesh. The point is not the result — it is finding out which phase eats your budget, while it costs you nothing.

  2. Name your slow phase

    Almost everyone has one. If unwrapping is yours, you now know to simplify your seams on Wednesday rather than discovering it at 3:20.

  3. Check your setup, not just your skills

    Substance Painter licensed and launching, Unreal project template ready, the drop location reachable from your machine. Software problems on Wednesday are your problem, and they are avoidable today.

Wed 2:00 · The exam Four phases, on the clock

One hundred and ten minutes, start to finish. You are given the mesh — a small untextured asset, handed out when the clock starts so nobody can pre-work it. Modeling is not on this exam; it was assessed in Project 1, due at last week's crit. What is on the exam is everything downstream of it, which is the part that cannot be faked.

Budget to the gates. A finished-but-rough asset scores far better than a beautiful texture on something that never reached the engine. If a phase runs over, cut your losses and move on — the last twenty minutes are not optional.

  1. 2:00 · Spec and handout — 5 min

    The spec sheet and the mesh land together. Read the whole sheet before you touch anything: texel-density target, map resolution, material call-outs, and the naming convention are all on it. The mesh already has its transforms applied — verify that yourself rather than assuming it.

  2. 2:05 · Unwrap — 25 min

    Mark seams where they hide, unwrap, and pack to the texel-density target. Zero overlaps, consistent checker density across shells, hard-surface shells straightened so texture space is not wasted. Check with a checker map — do not eyeball it.

  3. 2:30 · Texture — 35 min

    Author albedo, roughness and normal to the material call-outs. Fills, generators and smart materials are all fair game — this is not a hand-painting test, it is a test of whether your maps are physically sane and correctly exported. No pure black or pure white albedo. Export at the budgeted resolution with the naming from the sheet.

  4. 3:05 · Light — 20 min

    A simple key-plus-fill so both form and material read. Treat it as a diagnostic: if your normals are inverted or your roughness is wrong, light exposes it while you still have time to fix it.

  5. 3:25 · Import and submit — 20 min

    Into Unreal Engine 5.8: correct scale and orientation, a Material Instance with your maps assigned, zero errors in the Message Log. Save the level, then submit your file, texture set and Unreal project folder to the drop location. The clock stops at 3:45 — the last five minutes are for collection, not work.

Why modeling is not on it

Not because it does not matter — because it is the phase whose time is least predictable, and because you already proved it. Project 1 was a modular kit built to a polycount and texel budget, graded at the Week 6 crit. Testing the same skill again a week later would cost you thirty-five minutes you need for the pipeline.

What the graders look for

Wed 3:10 · Crit / share Quick reset and preview

No formal crit today — you've earned a breather. We do a quick reset of the room, hand back Week 6 rigging feedback, and preview Week 8: keyframing a walk and run cycle in Blender using the rig you built. Bring a reference video of a walk you find interesting; the more specific the mood, the better the cycle.

Homework — due before Week 08

TaskDeliverable
Choose and study a reference walk video for next week's cycle.A saved reference clip plus one paragraph on its mood and weight (e.g. "heavy, tired, cautious").
Skim the 12 principles reference with game motion in mind.Three notes on which principles you expect to fight hardest in a loop.
Confirm your Project 2 rig from Week 6 is clean and animation-ready.A working .blend with a bound rig, brought to Week 8.

Resources