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The materials can be provided in both Catalan and Spanish.
E8. Visually represent concepts and / or data for the ideation and creation of video games.
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.
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.
T1. Communicate in a third language, preferably English, with an appropriate level of oral and written communication and in accordance with the needs of graduates.
The subject Design 3DI focuses 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 I, we will place more emphasis on the technical part. The student will learn to model in 3D both organic and inorganic models, to generate UV coordinates, to texturize, to illuminate and implement in a graphic engine their 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 fundamentals of 3D modeling, methodologies, types of modeling, lighting, texturing and implementation in a graphics engine.
E10.2. Design and model the 3D environment of a video game according to the specifications.
E10.3. Develop 3D modeling of the elements of a video game, scenes and props.
E10.4. Compose, illuminate and text a 3D scene.
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 3D design
1.1.What is 3d, vertex, edges and polygons.
1.2.Introduction to 3d max, views, navigation and menus.
1.3dmax tools, polys editing, extrusion, splitting, polygon assembly.
Topic 2. Introduction to texturing.
2.1.How does texturing, projection, uvs work.
2.2.The materials, typologies and types of maps.
2.3.Uvs, seams and unwrap.
2.4.Application of textures to model. (diffuse).
Item 3. Lighting.
3.1.Theory on lighting,
3.2.Use of lighting as an element of expression.
3.3.Creation of an illuminated scene in unity.
Topic 4. Baking textures from highpoly to lowpoly.
4.1.What is a bake
4.3.Explanation of normalmaps, other maps and their uses
4.4.Application of maps to 3dmax and PBR materials
4.5.Introduction to advanced texturing software.
Item 5. Creating assets for a game.
5.1.Analysis of the game on which we must perform the asset. (style guides, moodboards)
5.2.Modular assets, stages and interiors, rocks, desert, ship and interior textures. (reuse of assets)
5.3.Creation of concept art. (Look and feel concepts and blueprints)
5.4.Modeling with references, blueprints, floor plan, profile and elevation
5.5.Generation of advanced ID maps and UVS
Item 6. Creation of a scene in unity.
6.1.Scene creation systems, blocking design
6.2.Import and placement of models
6.3.Editing and texturing terrain in unity
6.4.Making a skybox or sphere with 360 images
6.5.Creation of prefabs, and organization of projects
6.6.Demamic lighting and Baking of lightmaps.
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-E10.2-E10.3-E10.4)
Completion of several short exercises in class related to the subject of the day.
A2. Laboratory Practices - Individual: Modeling a model for a graphics engine. (Evidence of learning outcome E10.2)
Realization of a complete 3D model, with a setup of UVS, textures and materials and implementation in graphic engine.
A3.Laboratory practices - Individual: Creation of scenario. (Evidence of learning outcome E10.3 E10.4)
Realization of 3d scenario and implementation in graphic engine.
A4. Final exam: Modeling of polygonal structures. (Evidence of learning outcome E1.6)
Making polygonal models with bevels, holes and extrusions.
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.
The grade of each student will be calculated according to the following percentages:
A1. Exercises in class: 15%
A2. Laboratory Practices - Individual: Modeling a model for a graphics engine: 20%
A3. Laboratory Practices - Individual: Scenario Creation: 30%
A4. Final exam: 35%
Final grade = A1 0,15 + A2 0,2 + A3 0,3 + A4 0,35
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