Module Descriptors
DIGITAL SCULPTING HUMAN ANATOMY
GDEV50013
Key Facts
Digital, Technology, Innovation and Business
Level 5
20 credits
Contact
Leader: Farzin Izadyar
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
Sites
  • Stoke Campus
Assessment
  • PORTFOLIO OF ANATOMICAL SCULPTS AND SKETCHES weighted at 80%
  • DEVELOPMENT LOGBOOK WITH REFLECTION - 1200 WORDS weighted at 20%
Module Details
INDICATIVE CONTENT
Summary:

This module provides students with Development of Knowledge of human anatomy, form, volume, whilst developing strong organic sculpting skills in a digital sculpting package. The content will also be focused heavily on functionality of musculature and means of achieving realistic tension in muscle forms


Suggested Indicative Content:

Human Anatomy,

Life Drawing,

Sculpting Anatomy,

Muscle structures,

Layering details,

Skin surfacing,

Presentation,

Transpose

Blend Shape
ADDITIONAL ASSESSMENT DETAILS
Assessment component 1 - (Learning Outcome 1,2,3)

Portfolio of anatomical sculpts and sketches weighted at 80% consisting of:

Students will be given weekly tasks that need to be completed, these tasks will include the completion of traditional and digital sculptures, as well as traditional life drawing sketches. Separate anatomical studies will be completed, as well as full body iterative studies to capture pose and gesture


Assessment component 2 - (Learning Outcome 4)

Development logbook and reflection weighted at 20% consisting of:

Students will communicate the processes and present the final portfolio of artwork along with a reflective text via a digital forum thread. Students will collate and compare their work to industry artwork, anatomical reference and life subjects
LEARNING STRATEGIES
1 x 2-hour Life Drawing/tutorial

1 x 4-hour Lecture/Demonstration/workshop
LEARNING OUTCOMES

1. Demonstrate a knowledge of anatomical form in relation to correct human anatomy and based upon informed decision making

2. Apply appropriate methods for recreation and interpretation of human anatomy, form and volume both as a digital sculpt and traditional drawing

3. Identify Key visual features of anatomy within reference and investigate methodologies for recreating them within Zbrush and traditionally

4. Communicate and critically review the accuracy and quality of sculptures and life drawings whilst evaluating the effectiveness of your chosen techniques and development pipeline
RESOURCES
Zbrush

Traditional art materials

Life models

Life drawing space

Wacom tablets

Digital academy forum

Digital academy upload system
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 module will provide you with additional Knowledge of human anatomy, form, volume, whilst developing strong organic sculpting skills. The content will also be focused heavily on functionality of musculature and means of achieving realistic surface tension within digital sculpting packages