Module Descriptors
3D CHARACTER MODELLING FOR GAMES
GAME50168
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Harry Heywood
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 252
Total Learning Hours: 300
Assessment
  • Coursework - A Character modelling portfolio weighted at 50%
  • Coursework - A Character texture portfolio weighted at 50%
Module Details
Module Indicative Content
This module will introduce students to the basics of 3D Body Modelling using:

- Colour theory and creative thinking
- Anatomy
- Polygon Modelling for muscle flow and rigging
- Texturing and rigging figures for games engines
- Game Engine Rendering
- High and low polygon modelling construction technique
- Industry workflow and reflective process
Module Learning Strategies
2 hour lecture/tutorial per week delivered as 8 weeks intensive Lecture/Tutorial followed 4 weeks of surgery sessions each semester.

2 hours per week. The module will be delivered using a combination of lectures, demonstrations and supervised tutorials. The majority of the work will be of a practical nature and students are expected to use their independent study time to consolidate this work
Module Texts
Fedor, 2007, Creative Essence: The Face, Ballistic, ISBN-13 978-1921002366
Spencer, 2010, Digital Sculpting Human Anatomy, John Wiley & Sons, ISBN-13: 9780470450260
Spencer, 2011, Zbrush Creature Design, John Wiley & Sons, ISBN 978-1118024331
Spencer, 2011, Digital Clay: Character Creation with Z-Brush, John Wiley & Sons, ISBN-13: 978-0470249963
Kingslien, 2011, Zbrush Studio Projects: Realistic Game Characters, Wiley & Sons, ISBN 978-0470872567
Keller, 2011, Introducing Zbrush 4, Wiley & Sons, ISBN 978-0470527641
Goldfinger, 1992, Human anatomy for artists the elements of form, OUP USA, ISBN-13 978-0195052060
Module Special Admissions Requirements
Prior study of CE70012-4 Introduction to 3D Modelling for Games or equivalent
Assessment Details
A Character modelling portfolio created from reference with accompanying reflective discussion. The models must show industry creative processes illustrating the workflow of creating a base mesh through to sculpting high frequency details. (Learning Outcomes 1,2 and 3) 50% weighting

A Character texture portfolio created from reference with accompanying reflective discussion. Textures must show industry texturing processes suitable for Games Engine technology. (Learning Outcomes 3 and 4) 50% weighting
Module Resources
3D Modelling Software
- Photoshop & Substance Suite
- Z-Brush
- Unreal Engine
- Digital Academy
Web Descriptor
You'll begin a journey through Character Art development for games. You will develop skills in modelling, texturing and presentation resulting in the creation of Character Art portfolio pieces.