Short Film Character Production

Short Film Character Production

This course is an extensive journey through the entire 3D animation process. You will learn how to model the avian “Piero” character, paint him, rig him, animate him, and finally render him out as a finished short film.

NOTE: The 3D animation process isn’t easy or quick. This course is recommended for advanced users.


Watch this trailer to get an overview of what this extensive course is all about.


A short film project starts with building the needed assets. Piero starts as sculpture and is then converted into an animation-friendly model via retopology.

Texturing & Shading

After being built, it's time to paint the character and make its surface react to light properly. As in is it shiny, matte, transparent, etc.


This highly technical stage of character production is the construction of a skeletal system. Without such a skeleton, called an "armature" in Blender, characters cannot be animated.


The art of movement. Learn how to breathe kinematic life into Piero in stages: Blocking, tweening (In-Betweening), and final polish.

Rendering & Post Production

This last stage involves gathering all our pieces to churn out a finished product. First we need to render our 3D elements then finalize the visuals with Blender's Node Editor.

The entire process, start to finish.

I think many digital artists, like myself, see animated films from Pixar, Dreamworks, Disney or Blue Sky and they begin to invision their own worlds, characters, and stories. Computer Graphics make it possible for artists to bring these visions to life inside a tangible medium that’s accessible to anyone with a computer.

However, the accessibility and capability of a computer doesn’t mean the creation-process is a one-click operation. Taking a character from vision to animated reality requires many devoted hours in each discipline of computer graphics.

We begin with this concept art from Tim Von Rueden:


See how Tim illustrated Piero!


The first step is modeling where the character is built with 3D geometry. No object exists in the computer intrinsically; it must be built by hand. Every subsequent step is dependent on modeled objects.

Blender’s all-in-one nature allows the artist to use its sculpting and modeling tools in conjunction. Piero will be form-sculpted first, then retopologized into an animation-friendly mesh.

Texturing & Shading

After being built a model must be “painted”. This texturing, or “surfacing”, process is where we introduce proper colors and material qualities that make our model more believable and tangible.

Being a bird Piero is a unique texturing task because he needs to be covered in feathers. We’ll take advantage of Blender’s paint tools and Photoshop to paint our texture maps. A particle hair system will allow us to procedurally grow and groom our feathers.


While modeling and animation are perhaps the most coveted CG skill sets, rigging is the narrow bridge-less-traveled that connects them. Just like our human body needs a complex system of bones and joints to make movement possible, our digital model needs a complex system of bones and joints to make animation possible. This is a highly technical and polarizing process requires much more research and practice than artistic instinct.

Piero will be rigged in Blender as an general-purpose armature with full control over wing and tail feathers.


The art of movement is arguably the most difficult skill set in computer graphics. But don’t tell an animator that – they think highly enough of themselves already!

Jokes aside, good animation requires a hefty combination of practice and talent. With Piero we’ll apply the principles of “The Nine Old Men” to realize his personality in motion.

Rendering & Post Production

With the animation finished, our “ingredients” are finally ready to go into the oven! Post Processing begins by rendering our scene into individual frames that make up our entire animation. Once the hours of rendering are finished, we can edit the final shot together in Blender’s compositor.

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Project Files

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