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E10. Design and develop modeling of 3D scenes and characters.
G1. Demonstrate having and understanding advanced knowledge of their area of study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.
G2. Solve complex problems in their field of work, by applying their knowledge, developing arguments and procedures, and using creative and innovative ideas.
G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.
G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.
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.
This subject has methodological and digital resources to make possible its continuity in non-contact mode in the case of being necessary for reasons related to the Covid-19. In this way, the achievement of the same knowledge and skills that are specified in this teaching plan will be ensured.
The Tecnocampus will make available to teachers and students the digital tools needed to carry out the course, as well as guides and recommendations that facilitate adaptation to the non-contact mode.
At the end of the course, the student must be able to:
E10.1. Describe the basics of 3D modeling, methodologies, types of modeling, lighting and texturing.
E10.2. Design the 3D modeling of the video game according to the specifications.
E10.3. Develop 3D modeling of the elements of a video game, characters and scenes.
E10.4. Illuminate and text 3D models of the elements of a video game.
The subject uses the following work methodologies:
Master class, presentations, video capsules, case study, collaborative learning, problem solving and question-based learning.
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
In order to gather evidence of the achievement of the expected learning outcomes, the following evaluative activities will be carried out.
A1. Exercises in class. (Evidence of learning outcome E10.1)
Completion of various exercises in class related to the subject of the day.
A2. Laboratory practices - Individual: Anatomical modeling. (Evidence of learning outcome E10.1)
Realization of a model based on anatomical studies.
A3. Laboratory practices - Individual: Modeling a character. (Evidence of learning outcome E10.3, E10.4)
Realization of a complete character.
A4. Final exam (Evidence of learning outcome E10.3, E10.4)
General criteria of the activities:
-The teacher will present a statement for each activity and the evaluation and / or rubric criteria.
-The teacher will inform of the dates and format of the delivery of the activity.
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