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The materials can be provided in both Catalan and Spanish.
B1_That students have demonstrated knowledge and understanding in a field of study that is based on general secondary education, and is accustomed to finding at a level that, although with the support of advanced textbooks, also include some aspects that involve knowledge from the forefront of your field of study
B2_That students know how to apply their knowledge to their job or vocation in a professional way and have the skills they demonstrate by developing and defending arguments and solving problems within their area of study
B4_That students can convey information, ideas, problems and solutions to both specialized and non-specialized audiences
B5_That students have developed those learning skills necessary to undertake further studies with a high degree of autonomy
V10. Design and develop modeling of 3D scenes and characters.
V11. Design and develop 3D animation applying the techniques and processes that lead to the production of linear animation video games and short films.
The subject Design 3D II works on the artistic-technical creation of graphics for video games. The artistic part refers to the visual and graphic aspect of a video game. The technical part is the conceptualization, design and creation of models, texturing and lighting in a graphics engine. In the subject of 3D Design II, we will place more emphasis on the artistic part. The student will learn to conceptualize and solve the demands of a video game when it comes to character creation. The student will learn to texturize in a realistic way, also to illuminate and to implement in a graphical motor his models. The classes will consist of a theoretical part and a practice, so the student will be able to follow the teacher in the realization and explanation of real examples and this one will supervise later the practices of the students. In order to achieve the knowledge of the subject, short modeling exercises carried out in class and deliveries that demonstrate learning are evaluated on the one hand, as well as a final practical exam.
Topic 1. Introduction to organic modeling.
1.1 What is organic modeling?
1.2 Highpoly vs. lowpoly.
1.3 Workflofws, from concept to implementation.
1.4 Basic concept art and references.
Item 2. Introduction to anatomy in digital sculpture.
2.1 Basic characteristics of anatomy, body.
2.2 Basic characteristics of anatomy, chap.
2.3 Use of references and moodboards for 3d modeling.
2.4 Digital carving tools for anatomy. (broken down by type)
2.5 Modeling with references, blueprints, floor plan, profile and height.
Topic 3. Organic lowpoly.
3.1 Good practices for carrying out a lowpoly
3.2 Retopology vs classical lowpoly
3.3 Introduction to retopology tools
3.4 Creation of UVS, good practices
3.5 Importing assets to unity and creating prefabs at scale
Topic 4. Baking maps from highpoly to lowpoly.
4.1 What is a bake?
4.2 Bake of multiple objects
4.3 Explanation of normalmaps, other maps and their uses
4.4 Application of maps to 3dmax and PBR materials
Item 5. Introduction to advanced texturing.
5.1 Creation of materials from photographic images.
5.2 Creation of wearable textures for the creation of smart materials
5.3 Introduction to model texturing
5.4 Detailed texture modeling in high poly
5.5 Painted digital sculpture (color and projection)
5.6 Painting and modifying normalmaps
Item 6. Concept Art of characters.
6.1 Analysis of the Game in which we will work and how to approach art
6.2 Creation of concept art (look and feel concepts)
6.3 Attitude and personality of the character through the pose
6.4 Concept art of clothing and accessories
6.5 Concept of "skins" (versions), modifying textures and adding add-ons
Item 7. Modeling of complete characters.
7.1 Modification of generic model and adaptation to the concept
7.2 Creating clothes about the character
7.3 Creating add-ons about the character. (together and apart)
7.4 Putting a sculpted character
7.5 Retopology, baking and texturing
7.6 Import to unity and creation of prefabs to scale
Each student's grade will be calculated with the following weights:
A1. Exercises in class: 15%
A2. Laboratory practices - Individual: Anatomical modeling: 20%
A3. Laboratory Practices - Individual: Character Modeling: 30%
A4. Final exam: 35%
Final grade = A1 0,15 + A2 0.2 + A3 0,3 + A3 0,35
Considerations:
Recovery:
Anatomy for sculptors
Uldis Zarins and Sandis Kondrats
3DS Max Modeling for Games Volumes I and II
Andrew Grahan - Focal Press 2015 Edition
ISBN 978-0-240-81606-7
Mudbox - A Comprehensive Introduction
Ricky Babington - DVD Eat 3D
Digital Sculpting Anatomy
Madeleine Scott Spencer
Digital Modeling
William Vaughan
ISBN-978 0321700896