General information


Subject type: Mandatory

Coordinator: Ana Beatriz Pérez Zapata

Trimester: Third term

Credits: 4

Teaching staff: 

Javier Caimel Moreno

Teaching languages


  • Spanish
  • Catalan

The materials can be provided in both Catalan and Spanish.

Skills


Basic skills
  • 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

     

Specific skills
  • 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.

Description


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.
 

 

Contents


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

Evaluation system


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:

  • The final exam will be held at the final exam schedule set by the head of studies within the exam weeks.
  • Internships and exercises must be submitted by the deadlines set for each activity. An activity delivered out of time and without justification (court summons or medical matter) will not be accepted by the teacher and will be listed as a 0 in order to calculate the average final grade.
  • The notes of these practices will not be able to recover.
  • If, at the end of the course, a student does not have a final grade equal to or higher than five, he can recover the subject either with the presentation or with an additional work or with a final exam on the dates determined by the Department Management, which will be online or in person.
  • It is the student's responsibility to prevent plagiarism in all its forms. In the case of detecting plagiarism, regardless of its scope, in some activity it will correspond to have a note of 0. in addition, the professor will communicate to the Head of studies the situation to so that applicable measures in the matter of sanctioning regime are taken.
  • Students must bring laptop to both lab classes and theory classes. Students must have version 2022 of 3DStudio Max Edition installed which they can download from Autodesk.com.
  • Throughout the course they will be indicated more programs that will have to be installed.

Recovery:

  • The recovery will be of the whole subject.
  • It is necessary to obtain a mark higher than 5 in the final exam / equivalent test of recovery to pass the subject.
  • The maximum grade that can be obtained in recovery is 5,5 out of 10.

REFERENCES


Basic

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

Complementary

Digital Modeling
William Vaughan
ISBN-978 0321700896