Module Descriptors
ADVANCED 3D MODELLING
GAME60174
Key Facts
Digital, Technology, Innovation and Business
Level 6
30 credits
Contact
Leader: David Edwards
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 252
Total Learning Hours: 300
Assessment
  • COURSEWORK weighted at 100%
Module Details
Indicative Content
Students will create advanced models to an industry standard, covering the following:

- Engaging with the wider 3D community in Industry competitions and events
- 3D Characters, vehicles and environments
- Self managed activity
- Advanced materials
- Character rigging and posing
- Game Engine lighting
- Game Engine Materials
- Exporting Advanced 3D Models
- Game Engine Cameras and Staging
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
Resources
- 3D Modelling Software
- Photoshop
- Z-Brush
- Substance Suite
- Unreal Engine
- Digital Academy
Module Texts
Spencer, 2011, Zbrush Creature Design, John Wiley & Sons
Spencer, 2011, Digital Clay: Character Creation with Z-Brush, John Wiley & Sons
Kingslien, 2011, Zbrush Studio Projects: Realistic Game Characters, Wiley & Sons
Keller, 2011, Introducing Zbrush 4, Wiley & Sons
Spencer, 2010, Digital Sculpting Human Anatomy, John Wiley & Sons
3ds Max Modelling for Games: 2008 Insider's Guide to Game Character, Vehicle, and Environment Modelling, Andrew Gahan, Focal Press
Poly Modelling with 3DS Max: 2008 Thinking outside The Box, Todd Daniele, Focal Press
Lanning, Petroc, and Baysal, 2007, D'artiste Character Modelling 2: Digital Artists Master class, Ballistic Media
Mastering Unreal 3 Technology: A Beginner's Guide to Level Design in Unreal Engine 3, Jason Busby, Zak Parrish, 2008, Sams
Digital Lighting and Rendering, Jeremy Birn, 2006, New Rider 2
LEARNING OUTCOMES
1. DEMONSTRATE A SYSTEMATIC APPROACH TO THE UNDERSTANDING AND ANALYSIS OF 3D ASSETS. [Knowledge and Understanding]

2. APPLY CRITICAL REASONING TO THE SELECTION AND USE OF DIFFERENT 3D MODELLING WORKFLOWS AND REFLECT ON INDUSTRY WORKFLOWS INDUSTRY AND DESIGN BRIEFS.
[Application]

3 RECOGNISE APPROPRIATE SOLUTIONS TO GAME ENGINE PROBLEMS AND APPLY INDUSTRY PRACTICE TO SOLVE THEM.
[Problem Solving]

4) REFLECT UPON THE EFFECTIVENESS OF VARIOUS TECHNOLOGICAL SOLUTIONS IN ORDER TO USE ADVANCED GAME ENGINE TECHNOLOGY IN THE MOST APPROPRIATE MANNER.
[Reflection]

Module Additional Assessment Details
Coursework 100%

Completion of two themed industry art tests showing competencies in a chosen art discipline. Final assets must show industry creative processes illustrating suitable workflows and use of provided budgets.

Learning Outcomes: 1,2,3 and 4
Web Descriptor
Students will work towards the creation of several industry standard 3D art pieces. You'll work with a variety of industry standard software with the goal to create stunning portfolio ready pieces.