Module Descriptors
PRINCIPLES OF TEXTURES AND MATERIALS
GDEV40021
Key Facts
Digital, Technology, Innovation and Business
Level 4
20 credits
Contact
Leader: Jennifer Challenor
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1 to UG Semester 2
  • Occurrence B, Digital Institute London, UG Semester 1 to UG Semester 2
  • Occurrence C, British University Vietnam, UG Semester 1
Sites
  • British University Vietnam
  • Digital Institute London
  • Stoke Campus
Assessment
  • Coursework - Portfolio of Textures and PBR Materials weighted at 80%
  • Coursework - Critical Reflection of outcomes - 1200 Words weighted at 20%
Module Details
INDICATIVE CONTENT
This module will introduce students to the core principles of creating textures and surfaces for usage inside of Games Engines. These will adhere to industry practices and implementation methodologies.


Students will explore:

- Traditional and digital techniques for creating texture assets.

- Creating multiple texture channels for use in modern material configurations.

- UV mapping techniques with considerations for subject requirements.

- The application of fundamental art skills to texture creation.

- Procedural texture generation skills.

- Presentation skills.

- Writing and reflective discussions.

- Visual communication through surfaces.
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - (Learning outcomes 1, 2, 3)

Portfolio of Textures and PBR Materials weighted at 80% consisting of:

You will undertake a series of Assessed Learning Tasks that will teach you the relevant skills to become a texture artist. This will include following the provided tutorials and creating content to match that of the tutorial.

You will create a series of Texture assets and PBR materials to adhere to different game styles. This will include both PBR textures for realistic rendering, and stylised textures for unique aesthetics. These textures will need to adhere to the specifications of the provided briefs, both in terms of visual fidelity and technical requirement.



Assessment Component 3 - (Learning outcomes 4)

Critical Reflection of Outcomes weighted at 20% consisting of:

You will critically review the development of your textures solutions and evaluate both your techniques and outcomes against industry examples via a written report. The report must be 1200 words (+/- 10%) and written in Academic Third person with full Harvard Referencing. This will be submitted as a written report.
LEARNING STRATEGIES
1x 2hr Theory Lecture/Demonstration

1x 2hr Tutorial

1x 2hr Workshop
LEARNING OUTCOMES

1. Demonstrate knowledge of texture creation in relation to design principles and aesthetic requirements.

2. Investigate and apply different texture creation techniques using a variety of industry standard texturing and material generation packages.

3. Identify key visual features of surface materials and investigate solutions for recreating them in games.

4. Critically review the development of your texture solutions and evaluate the effectiveness of your chosen techniques in the pipeline.
RESOURCES
Adobe Photoshop

Adobe Substance Painter

Adobe Substance Designer

3D Coat

Autodesk 3ds Max

Unreal Engine

Wacom Tablets

Digital Academy Forum
REFERENCE TEXTS
Kumar, A. (2020) 1st Edition, Beginning PBR Texturing: Learn Physically Based Rendering with Allegorthmic’s Substance Painter. ISBN: 1484258991.


Gurney, J & Kansas, M. (2010). Color and light: a guide for the realist painter. ISBN: ISBN: 9780740797712; 0740797719.


Pharr, M. Jakob, W. Humphreys, G. 3rd Edition (2017). Physically based rendering: from theory to implementation. ISBN: 1-281-22730-7; 9786611227302; 0-08-053896-7.


McDermott, W. (2015). Learn how to master PBR textures. ISSN: 14704382.


Faulkner, A. Chavez, C. (2022). Adobe Photoshop Classroom in a Book (2023 release): The Official Training Workbook from Adobe. ISBN: 9780137674203.
WEB DESCRIPTOR
This module covers the skills to produce texture assets to the standards of the Games Industry. You will learn how to create textures for both realistic and stylised assets using industry standard software packages and methodologies.