INDICATIVE CONTENT
This module will cover the skills required to make stylised props following a game ready pipeline. There will be a focus on adhering to a given art style from existing media and development of digital sculpting skills.
Students will research and develop some of the following skills:
Digital Sculpting pipeline
Brush creation
Polygroups and Masking
Boolean workflow
Game topology and retopology
Substance Painter materials
Game Ready prop production
Presenting and Rendering
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – (Learning outcomes 1,2 and 3)
Project of Stylised 3D Assets worth 80%
You will complete a series of learning exercises demonstrating sculpting proficiency in a variety of art styles.
You’ll be required to fully realise a given piece of stylised concept art in 3D utilising the full games development pipeline. Including detail modelling, retopology, and material production. The final piece will be presented in Unreal Engine.
Assessment Component 2 – (Learning outcomes 1 and 4)
Video Presentation worth 20%
You will record a 10-minute video outlining the pre-production and development of the final stylised 3D diorama. This video will cover the visual breakdown of the given art style, the stages or production and reflect on the final diorama’s suitability to the brief.
LEARNING STRATEGIES
1x 2hr Lecture/Demo
2x 2hr Tutorial/Workshop
LEARNING OUTCOMES
1. Recognize different 3D art styles and break them down into their key visual components.
2. Apply knowledge of art theory and visual design in the creation of stylised game art assets
3. Demonstrate digital sculpting principles for the 3D games ready prop production pipeline.
4. Describe the suitability and accuracy of final produced assets that adhere to a given art style.
RESOURCES
Digital Academy Forum¿¿
Digital Academy Uploads¿¿
Adobe Photoshop¿¿
Pixologic ZBrush¿¿
Autodesk 3DS Max¿¿
Autodesk Maya¿¿
3D Coat¿¿
Substance Designer¿
Substance Painter¿¿
Unreal Engine 5¿
Internet access¿¿
Blackboard¿
REFERENCE TEXTS
Gurney, J. (2009) Imaginative realism: How to paint what doesn't exist. Kansas City: Andrews McMeel Pub. ISBN 978-0740785504
Gurney, J. (2010) Color and light: A guide for the realist painter. Kansas, MO: Andrews McMeel. ISBN 978-0740797712
McCloud, S (2001), Understanding Comics: The Invisible Art, ¿WmMorrowPB; Illustrated edition, ¿ ISBN 978-0060976255
Rare (2018), The Art of Sea of Thieves, Dark Horse Books, ISBN 978-1506702551
Read, J (2021), How to Create A Stylized 3D Environment, accessed at Stylised Station https://stylizedstation.com/article/how-to-create-a-stylized-3d-environment/
Kovtun, O (2020), Learning The Basics of 3D Handpainted Textures, accessed at Stylized Station https://stylizedstation.com/article/learning-the-basics-of-3d-handpainted-textures/
Flipped Normals (2020), Absolute Beginners ZBrush Course by SpeedChar, accessed at https://flippednormals.com/downloads/absolute-beginners-zbrush-course-by-speedchar/
Flipped Normals (2022) Blender 3 The Ultimate Stylized Scene Complete Beginners Guide, accessed at https://flippednormals.com/downloads/blender-3-the-ultimate-stylized-scene-complete-beginners-guide/
Spencer, S (2010), Digital Sculpting Human Anatomy, John Wiley & Sons, ISBN-13: 9780470450260
WEB DESCRIPTOR
From The Legend of Zelda to Fortnite the world of stylised game art is vast, but what exactly is stylised game art? In this module you will not only find that out but be introduced to industry level digital sculpting and asset creation techniques. By the end of this module, you will be modelling stylised game ready models ready for today’s PC and console games.