Module Descriptors
ADVANCED CHARACTER AND CREATURE SCULPTURE
GAME60509
Key Facts
Digital, Technology, Innovation and Business
Level 6
30 credits
Contact
Leader: Harry Heywood
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 252
Total Learning Hours: 300
Assessment
  • A game-ready character weighted at 50%
  • A game-ready creature weighted at 50%
Module Details
Module Special Admissions Requirements
Pre-requisites GAME40262 or FVFX40150, and GAME50168 or FILM50126

Module Learning Outcomes
1. RESEARCH INTO EXISTING ANIMALS, FICTIONAL CREATURES, AND HUMANOID CHARACTERS, AND IDENTIFY KEY FACTORS TO SUPPORT THE DEVELOPMENT THE FINAL DESIGN.
Analysis & Enquiry

2. DEMONSTRATE KNOWLEDGE OF ANATOMIC PRINCIPLES THROUGH THE CREATION OF SKETCHES, CONCEPTS, AND DIGITAL SCULPTS
Knowledge and Understanding

3. PRODUCE FINAL DESIGNS DEMONSTRATING ANATOMY, SURFACE DETAILS, AND APPAREL FROM RESEARCH THAT CONTRIBUTES TO THE GENERAL APPEARANCE, CHARACTERISTICS AND BACKGROUND.
Application

4. CRITICALLY REFLECT UPON THE VISUAL AESTHETICS AND EVALUATE SILHOUETTE, SHAPE, FORM, ANATOMY, COLOUR, TEXTURE AND LIGHT IN YOUR WORK THROUGH PRESENTATION OF THE FINISHED DESIGN.
Reflection
Module Additional Assessment Details
A game-ready character and a game-ready creature

Assessment 1 (50%) Working from a brief or concept, and using a full design process, create a game ready 3D human character.
The project is supported by concept designs, anatomy sculpts, a final high-detail sculpt, a rigged game model with materials. The final piece will be supported by breakdowns, paintings, a progression document and be critically evaluated.

Assessment 2 (50%) Working from a brief or concept, and using a full design process, create a game ready 3D creature. The creature must demonstrate anatomical accuracy and appropriate surface materials, including fur/hair/skin.
The project is supported by concept designs, anatomy sculpts, a final high-detail sculpt, a rigged game model with materials. The final piece will be supported by breakdowns, paintings, a progression document and be critically evaluated.

Indicative Content
This module introduces the digital sculpting workflow with a huge emphasis on artists ability to transfer traditional skills into to digital world.

You will build upon the knowledge learned in the previous sculpting modules towards the creation of creatures and humanoid characters

Students will cover following skills / areas:
¿ Research skills
¿ Traditional art skills (drawing, anatomy, dynamic poses)
¿ Digital sculpting techniques
¿ Speed sculpting
¿ Sculpting anatomy and surface detailing
¿ Texturing surfaces
¿ Accessories (e.g Clothing & Armour)
¿ Material setup, lighting and rendering
¿ Use of render passes
¿ Game pipeline for characters
¿ Presentation skills
¿ As part of the assignment students will be asked to document their progress and finished designs on the DigitalAcademy forums.

Module Learning Strategies

2 hour lecture/tutorial 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
Bridgman, George Brant, (1973) Constructive anatomy, Dover Publications
Fedor, 2007, Creative Essence: The Face, Ballistic, ISBN-13 978-1921002366
Goldfinger, 1992, Human anatomy for artists the elements of form, OUP USA, ISBN-13 978-0195052060
Goldfinger, Eliot (1991), Human Anatomy for Artists: The Elements of Form, Oxford University Press
Goldfinger, Eliot (2004), Animal Anatomy for Artists: The Elements of Form , Oxford University Press
Keller, 2011, Introducing Zbrush 4, Wiley & Sons, ISBN 978-0470527641
Kingslien, 2011, Zbrush Studio Projects: Realistic Game Characters, Wiley & Sons, ISBN 978-0470872567
Mattesi, M (2006) Dynamic Life Drawing for Animators, iUniverse
Mattesi, M (2008) Force: character design from life drawing. Focal Press
Metzger, Philip W. (2007) The art of perspective : the ultimate guide for artists in every medium, Cincinnati, Ohio, North Light
Norling, Ernest R. (1999) Perspective made easy, Mineola, New York, Dover Publications
Peck, Stephen Rogers (1982), Atlas of human anatomy for the artist, Oxford University Pres
Spencer, 2010, Digital Sculpting Human Anatomy, John Wiley & Sons, ISBN-13: 9780470450260
Spencer, 2011, Digital Clay: Character Creation with Z-Brush, John Wiley & Sons, ISBN-13: 978-0470249963
Spencer, 2011, Zbrush Creature Design, John Wiley & Sons, ISBN 978-1118024331

Module Resources
ZBrush
Unreal Engine
Autodesk Creative Suite
Photoshop
Substance Painter
Substance Designer
Photoshop
Premiere
After Effects
Microsoft Office
Digital Academy Forum
Wacom Tablets
Web Descriptor
Here you'll get an opportunity to further push your skillset in digitally sculpting the human form in Zbrush. As you push the boundaries of your creativity you'll be given the opportunity to explore the process of creating creatures and monsters.