General information


Subject type: Basic

Coordinator: Adso Fernández Baena

Trimester: Second term

Credits: 6

Teaching staff: 

Javier Caimel Moreno

Teaching languages


The materials can be provided in both Catalan and Spanish.

Skills


Specific skills
  • V8. Visually represent concepts and / or data for the ideation and creation of video games.

  • V11. Design and develop 3D animation applying the techniques and processes that lead to the production of linear animation video games and short films.

Transversal competences
  • T1_That students know a third language, which will be preferably English, with an adequate level of oral and written form, according to the needs of the graduates in each degree

     

  • T2_That students have the ability to work as members of an interdisciplinary team either as one more member, or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments taking into account the available resources

     

Description


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.

Learning outcomes


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.

Working methodology


The subject uses the following work methodologies:
Master class, presentations, video capsules, case study, collaborative learning, problem solving and question-based learning.

Contents


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
4.2.Retopology
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.

Learning activities


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.

Evaluation system


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

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 / she will be able to retake the subject either with the presentation or of an additional work or with a final exam on the dates determined by the head of studies. it will be either 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 the 2019 version of 3DStudio Max Edition installed that can be downloaded 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

3DS Max Modeling for Games Volumes I and II
Andrew Grahan - Focal Press 2015 Edition
ISBN 978-0-240-81606-7

 

Autodesk 3dS Max Essentials 2016
Dariush Derakhshani & Randi L. Derakhshani
ISBN-13: 978-1119059769

CG Textures
www.cgtextures.com

3ds max 8 Initiation Course
Josep Molero - INFORBOOK'S, SL
ISBN-84 96097 51-X-

Video Game Art - Shape Your Dreams
Daniel González - RA-MA
ISBN 978-84-9964-276-5

3D Max Speed ​​modeling for 3D Artists
Thomas Mooney - Packt Publishing
ISBN 978-1-84969-236-6

 

Complementary

Digital Lighting and Rendering (3rd Edition) (Voices That Matter)
Jeremy Byrne
ISBN-978 0321928986

Kelly L. Murdock's Autodesk 3ds Max 2016 Complete Reference Guide
Kelly Murdock

Digital texture and painting techniques
Owen Demers - Anaya Multimedia
ISBN-84 415-1305-8