Module Descriptors
3D CHARACTER MODELLING FOR GAMES
GDEV50003
Key Facts
Digital, Technology, Innovation and Business
Level 5
20 credits
Contact
Leader: Daniel Webster
Hours of Study
Scheduled Learning and Teaching Activities:
Independent Study Hours:
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1
  • Occurrence B, Digital Institute London, UG Semester 1
  • Occurrence C, British University Vietnam, UG Semester 1
  • Occurrence D, Burton and South Derbyshire College, UG Semester 1
  • Occurrence E, Stoke-on-Trent College, UG Semester 1
Sites
  • British University Vietnam
  • Burton and South Derbyshire College
  • Digital Institute London
  • Stoke Campus
  • Stoke-on-Trent College
Assessment
  • Game Ready Character Assets weighted at 70%
  • Development Art Book weighted at 30%
Module Details
INDICATIVE CONTENT
Introducing and developing student’s skills with understanding the development process for a game ready character.


This includes:

The study of anatomy as references for sculpting and polygon modelling for characters

Creative thinking towards problem solving and understanding fine art principles of character creation

High and low polygon workflows using multiple industry techniques

Both hand and procedural texturing for use with engine shaders

A reflective art booklet created to demonstrate the students understanding of their workflows and suggested improvements
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – (Learning Outcome 1,2,3)

Game Ready Character Assets weighted at 70% consisting of:

A game ready 3D character based on current industry specifications and meeting a given brief. This will include both accurate anatomical details, forms and proportions, game-ready topology, material surfaces and final presentation


Assessment Component 2 – (Learning Outcome 1,4)

Development Art Book weighted at 30% consisting of:

The Art Book will showcase and reflect on the workflow used in the production of game ready character. Specifically, it will include a final critical reflection with comparisons to professional assets and/or characters from games.
LEARNING STRATEGIES
1x3-hour lecture

1x3-hour tutorial
LEARNING OUTCOMES

1. Demonstrate knowledge and understanding of industry standard games development 3D character production principles

2. demonstrate and illustrate knowledge of anatomy in the digital sculpting component of the pipeline

3. Apply current games development pipelines in the creation of a realtime 3D game character to meet a given brief

4. Appraise and visually compare the game assets produced with 3D character assets from industry professionals and games.
RESOURCES
Reference to the Module welcome page for study guidance.

Access to Staffordshire University library

Access to internet sources through Staffordshire University library.

Provision as appropriate of case materials by tutor and / or external organisations.

The Blackboard virtual learning environment will be available to support this module.

Details will be supplied on the Module Welcome page.


Software:

Digital Academy Forum¿

Digital Academy Uploads

Adobe Photoshop

Pixologic ZBrush

Autodesk 3DS Max

Autodesk Maya

Autodesk Fusion 360

3D Coat

Substance Designer

Substance Painter

Unreal Engine 5

Internet access

BlackboarD
REFERENCE TEXTS
Kondrats, S, Zarins, U (2014) - Anatomy for Sculptors, Exonicus LLC, ISBN-13 978-0990341109

Simblet, S (2001) - Anatomy for the Artist, DK, ISBN-13 978-0241426456

Winslow, V (2015) - Classic Human Anatomy in Motion, Watson-Guptill Publications Inc., ISBN-13 978-0770434144

Winslow, V (2008) - Classic Human Anatomy, Watson-Guptill Publications Inc. ISBN-13 978-0823024155

Fedor, P (2007), Creative Essence: The Face, Ballistic, ISBN-13 978-1921002366

Spencer, S (2010), Digital Sculpting Human Anatomy, John Wiley & Sons, ISBN-13: 9780470450260

Spencer, S (2011), Zbrush Creature Design, John Wiley & Sons, ISBN 978-1118024331

Spencer, S (2011), Digital Clay: Character Creation with Z-Brush, John Wiley & Sons, ISBN-13: 978-0470249963

Kingslien, R (2011), Zbrush Studio Projects: Realistic Game Characters, Wiley & Sons, ISBN 978-0470872567

Goldfinger, E (1992), Human anatomy for artists the elements of form, Oxford University Press, USA, ISBN-13 978-0195052060

Peck, S (1982), Atlas of Human Anatomy for the Artist, Oxford University Press, U.S.A. ISBN-13: 978-0195030952
WEB DESCRIPTOR
This is your chance to study character creation with a primary focus on developing an understanding of the games pipeline towards producing your first game ready character. Walking the line between using realistic references and creating stylised art works, you will develop a strong foundation of skills to work towards a career as a games character artist.