Indicative Content
This module requires that students use their previous knowledge from “3D Asset development” and newly learnt knowledge from “3D Game Props: Pipeline and Production” to create various assets based on real world, concept art and/or fictional universes as reference while also ensuring that they are suitable for video game implementation by making use of industry production pipelines. Exploring fundamental modelling techniques and PBR (physically based rendering).
Students will research and consider the following skills / areas:
Research
Breaking down reference
AAA Modelling workflows
UVW Unwrapping workflows
Material and Texturing pipelines
Game optimisation
In engine implementation
Realtime lighting
Rendering and Presentation considerations
Additional Assessment Details
Assessment Component 1:
3D Game Props: Pipeline and Production worth 80% consisting of:
You will create a variety of 3D assets to demonstrate knowledge and use of game industry pipelines and production based on real world, concept art and/or fictional universes as reference.
You will be required to demonstrate techniques including but not limited to; reference gathering, 3D modelling, asset unwrapping, texture creation, in engine implementation, optimisation and rendering, all in relation to the video game production pipeline.
You will submit the project artefact as a selection of portfolio shots relating to the final beauty renders. They will also submit technical information including textures, wireframes, materials, lighting setup, ect.
Assessing Learning Outcomes 1,2,3
Assessment Component 2:
Reflective Development Logbook worth 20% consisting of:
You are expected to keep a record of development on the Staffs digital academy forum for the assessment. Your development log should include discussions on the development methods and techniques used with direct reference to your own work.
You will create a final report summarising the production process and critically evaluate their final piece/s.
Assessing Learning Outcomes 2, 4
Learning Strategies
1x 1hr Theory Lecture
1x 2hr Tutorial
1x 3hr Workshop
Learning Outcomes
1. Demonstrate knowledge of the underlying concepts and principles of the pipeline for AAA 3D game assets.
2. Evaluate and interpret concept art considering the appropriateness of different 3D modelling techniques as an approach to solving problems.
3. Create a game-ready 3D asset using current industry standard workflows for modelling and material production. Asset is presented in a realtime engine.
4. Communicate the production process throughout the development of the game asset and reflect upon the final outcome with comparison to industry assets of a similar nature.
Resources
Unreal Engine
Autodesk 3D Modelling Programs
ZBrush
Houdini
Marvellous Designer
Substance Suite
Adobe Photoshop
Video Editing Software
Wacom Tablets
Digital Academy Forum
Digital Academy Upload System
Texts
Ahearn, 2016, 3D Game Environments: Create Professional 3D Game Worlds, CRC Press, ISBN: 978-1138920026
Culberston, 2019, 3ds Max Basic for Modelling Video Game Assets, CRC Press Volume 1, ISBN: 978-1138345065
Culberston, 2019, 3ds Max Basic for Modelling Video Game Assets, CRC Press Volume 2, ISBN: 978-0367707804
Gahan, 2012, 3ds Max Modelling for Games: Volume 2, Routledge, ISBN: 978-0240816067
Harris, D, (2022), Making Videogames: The Art of Creating Digital Worlds Hardcover
Jones, P, (2022), Game Artist: The Ultimate Career Guide
Web Descriptors
This module provides students with a grounding of 3D Modelling and texturing. Students will learn about the fundamentals modelling and texturing process used in the production of Game Art assets and Concept design workflows. The module allows students to produce a variety of models in different artistic stylisations and photo realistic game props. The focus of the module is on good modelling techniques and on producing visual accuracy in proportions, forms and smoothing.