Module Descriptors
3D HARD SURFACE MODELLING FOR GAMES
GAME50356
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Nigel Butler
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • A hard surface modelling portfolio and accompanying reflective discussion consisting of weapons based on existing concep weighted at 50%
  • A hard surface modelling portfolio and accompanying reflective discussion consisting of vehicles based o weighted at 50%
Module Details
Indicative Content
This module covers the skills required to produce hard surface assets for the games industry.
Students will study:
• Vehicle Design
• Planning for Development (Limitations, Style, Requirements etc.)
• Hard Surface, Sub-division Modelling
• Vehicle Modelling
• UVW Unwrapping for Vehicles
• Baking Hard Surface Normal Maps
• Painting Vehicle Textures for PBR (Physically Based Rendering)
• Sculpting Vehicle Interiors
• Game Shaders and Presentation Techniques for Hard Surface Models
• Implementation of Art Work into Unreal Engine 4 as Functional Gameplay Assets.
Learning Strategies
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 undertake further study as well as practise taught techniques.
Texts
Ahern, L. (2008), 3D Game Environments: Create Professional 3D Game Worlds, Focal Press
Babington, R. (2010). The Fountain (Part 1 & 2). [DVD] USA: Eat 3D.
Corijn, L. (2011), Creating a Next-Gen Video Game Hot Rod. CG Tuts+.
Corijn, L. (2010 - 2012). The Dozer (Parts 1-3). [DVD] USA: Eat 3D.
Gahan, A. (2011), 3D Automotive Modelling, Focal Press
duction and Application. [DVD] USA: Eat 3D.
Resources
Digital Academy, Adobe Photoshop, Pixologic ZBrush, Autodesk 3DS Max, Autodesk Maya, 3D Coat, xNormal, Unreal Engine 4 (UE4), IS and Faculty laboratories with Internet access, and Blackboard.
Special Admissions Requirements
Prior study of Introduction to 3D Modelling for Games or Equivalent
LEARNING OUTCOMES
1. SHOW CRITICAL UNDERSTANDING OF HARD SURFACE MODELLING TECHNIQUES.
[Knowledge and Understanding]

2. ANALYSE HARD SURFACE MODELLING TECHNIQUES AND DEVELOP A WORKFLOW BASED UPON RESEARCH AND TESTING
[Analysis; Enquiry]

3. PRODUCE PRACTICAL COMPONENTS BASED UPON INDUSTRY SPECIFICATIONS AND GAME ENGINE LIMITATIONS
[Application]

4. REFLECT UPON EFFECTIVENESS OF CHOSEN TECHNIQUES AND WORKFLOW.
[Reflection]

Assessment Details
A hard surface modelling portfolio and accompanying reflective discussion consisting of weapons based on existing concept art, game models or real world examples. The models will be presented in a mix of gameplay prototypes and static presentations using a real time solution. (Learning Outcomes 1, 3 and 4) 50% weighting

A hard surface modelling portfolio and accompanying reflective discussion consisting of vehicles based on existing concept art, game models or real world examples. The models will be presented in a mix of gameplay prototypes and static presentations using a real time solution. (Learning Outcomes 2, 3 and 4) 50% weighting
Web Descriptor
This module focuses on learning techniques to produce hard surface models such as weapons and vehicles. Students will produce a portfolio of weapon and vehicle assets to varying specifications and implement them into a games engine.