// 2026–2027

The year’s program

Ten blocks from finding your way around the interface to a portfolio page. Every block ends with a checkpoint and has a challenge.

#The block map

#Checkpoints and challenges

Every block ends with a real artifact (the checkpoint) and offers a harder version for those who move faster (the challenge).

#BlocksessionsCheckpointChallenge
0The Blender interface1You confidently orbit the view, select objects and mesh elements, and find the right properties panel without being told.Find all six orthographic views on your own keyboard (with or without a numpad) and teach the trick to the person next to you.
1Your first object in one session2A finished, colored, symmetrical object — your first showpiece of the year.A second object with more complex symmetry, or a palette for a mood (“rusty metal” vs “neon toy”).
2Extended toolkit and detailing2–3Your object from block 1, refined and assembled from several parts.The same model with a moving part (lid, door, turret) — a separate object with its own origin.
3Modeling from references3–4Your own object (car, weapon, character, building) modeled from a reference: blockout and detailing.An object with complex symmetry or a mechanism, or your own drawn reference instead of a found photo.
4Topology and retopology2–3Your object from block 3, checked and retopologized: clean mesh exactly where the movement will be.The same model with a deliberately reduced polygon budget (LOD thinking).
5Your own game object — the flagship project4–5A finished, presentable object — the portfolio piece of the first half of the year.A simple pose or expression (characters) or a functional moving part (props, weapons).
6Rigging in 15 minutes (and a bit more)2–3Your block 5 object, animated with a simple loop (walk, spin, open) through a rig you built yourself.Understand bone layers and tidy them up on your own.
7Preparing a model for a game engine2–3The model is exported in a format for your target (engine or web) and verified: scale and normals are intact.Compare the model’s Dimensions with the real-world size of the thing you imagined.
8An AR showcase without special hardware2The model opens in AR via a link or QR code; shown live “on the table” through the camera.Tune the angle and lighting (auto-rotate, camera-orbit) so the model shows its best side right away.
9The final project and your portfolio page2–3A published portfolio page: a GLB model, screenshots of the journey and a short description.Prepare and rehearse a live talk for demo day (1–2 minutes).

#Guiding rules

  1. Every block ends with a real artifact you can show — not an exercise for its own sake.
  2. Intermediate versions are saved as separate files (_step1.blend, _step2.blend…): miss a session and you continue from a checkpoint.
  3. Every task has a challenge — not a new track, but a harder version of the same task.
  4. Show-and-tell every 2–3 sessions: everybody briefly shows their screen, the others say what worked and add one piece of advice.
  5. Self-expression comes first. You choose the object in every block (within the block’s requirements); the difficulty adapts, the topic doesn’t.
  6. Break down → work on the parts → assemble at the end. A complex idea isn’t built as one solid piece: you split it into logical parts, make each a separate object and assemble them at the end. This strategy appears in Block 2 and becomes key in Block 5.

#What the program builds on

The program is based on proven methods rather than invented from scratch: a five-hotkey blockout and color without UV unwrapping (Imphenzia), one project through the full cycle with checkpoint files (Blender Guru), a quick character build-out and references (Grant Abbitt), clean topology through simple shapes (CG Cookie), an up-to-date 2026 checklist from Blender to a game engine, and <model-viewer> for AR from a phone. The full list is on the Resources page.