Indicatve Content
This module will introduce and develop a student's understanding of hard surface modelling techniques, for the purposes of producing game ready assets which can be used within a computer game engine. Adhering to relevant industry practises. Furthermore, this module forms part of the Hard surface weapons pathway and prepares students for level 6 Hard surfaces modules.
Student will explore:
Weapon design principles
Hard surface modelling techniques
3D topological edge flow
Development of surface details via sculpting & texturing processes
Portfolio presentation
Reflective practise
Additional Assessment Details
Assessment Component 1: Game Ready Model worth 80%
For this assignment, you will produce a game ready asset using the most appropriate 3D Hard surface modelling processes and material generation techniques, including details such as surface erosions, metal stamping and colour passes presented within unreal engine.
You will follow a research and design process prior to creating the weapon. This includes adhering to a given weapon design principles, block-outs, scale and ergonomic considerations, and planned modelling techniques
Assessing L.O. 1, 2,3
Assessment component 2: Critical reflection worth 20%
For this assessment, you will produce a critical refection of your final works. The reflection should show considerations for development techniques, interpretation of final quality and relatable industry examples. Critical analysis and discussions should be included throughout the development log with a final conclusive evaluation.
Assessing L.O. 2,4
Learning Strategies
1 x 3 Lecture Demonstration / Tutorial
1 x 3 Workshop
Learning Outcomes
1. Demonstrate knowledge and critical understanding of the well-established concepts related to the principles of weapon design from games, film and real-life
Knowledge and Understanding
2. Understand the advantages, disadvantages and limitations of different 3D hard surface modelling pipelines, and how this influences approaches to real-time 3D via the interpretation of visual reference. Learning, Enquiry
3. Demonstrate successful application of 3D Surface modelling techniques to produce a real time 3D Artefact from a design.
Application
4. Use a range of established reflection techniques to undertake critical analysis of the development pipeline and produced artefact.
Reflection, Analysis
Resources
Fusion360 toolset
Auto Desk suit
Pixologic
Adobe suit
Computer game engines
Academic forums
Texts
Belec, A. (2022) Blender 3D incredible machines: A comprehensive guide to hard-surface models, including polygon modeling, texture painting, and rendering. Birmingham: Packt Publishing.
Davies, P. (2017) The art of horizon zero dawn. London: Titan Books.
Goulden, G. (2013) The swordmaster: In 3DS Max and ZBrush: The ultimate guideto creating a low poly game character. United Kingdom: 3Dtotal Publishing.
Mamgain, P. (2019) Autodesk 3DS MAX 2021: A detailed guide to modeling, texturing, lighting, and rendering. Padexi Academy.
Master hard-surface modeling in 3DS Max (download only) (no date) 3dtotal shop. Available at: https://store.3dtotal.com/products/master-hard-surface-modeling-in-3ds-max-download-only (Accessed: December 16, 2022).
McVittie, A. (2014) The art of titanfall. London: Titan Books.
Vδisδnen, T. (2019) Hard-Surface Modeling & Material Tips, 80lv. 80lv. Available at: https://80.lv/articles/hard-surface-modeling-material-tips/ (Accessed: December 16, 2022).
Web Descriptor
Within this module students will learn to create hard surface weapons based on an existing/specific game titles and/or real-world designs. Students will learn a streamlined development processes used in the development and production of game ready weapons. On completion of this module students will be able to demonstrate effective hard surface modelling techniques, produce visually accurate models representative of design references with supporting texture maps and materials.