MODULE ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – (Learning outcomes 1, 2, 3)
Creation of a Game-Ready Character Asset worth 80% consisting of:
- You will Convert a high-poly sculpture into a Game-Ready character asset for use within engine.
- You will be provided with a brief based on industry standards. You must make appropriate considerations for industry methods, such as topology, texture resolutions and channels, hair implementation, skin surface detailing and other tertiary detailing, etc. Your final character should be presented to professional standards.
Assessment Component 2 – (Learning Outcomes 2 & 4)
Development logbook and presentations worth 20% consisting of:
- You will communicate your creative and technical processes through a logbook (Via a Digital Academy Forum thread). This will include ongoing logging of your work throughout the semester, along with critical reflection of your outcomes and final presentations of your finished work.
MODULE INDICATIVE CONTENT
This module will further develop students understanding and practice of adapting high-poly character sculptures into game-ready assets for usage inside of Games Engines. These will adhere to industry practices and implementation methodologies.
Students will explore:
- Scan-data,
- Skin surfacing,
- Texturing XYZ,
- Clothing Simulation,
- Sculpting workflow,
- Realtime Grooms
- Retopology,
- Unwrapping,
- Baking
- Rigging/Skinning
MODULE TEXTS
- Pharr, M. Jakob, W. Humphreys, G. 3rd Edition (2017). Physically based rendering: from theory to implementation. ISBN-13:978-6611227302; 0-08-053896-7.
- McDermott, W. (2015). Learn how to master PBR textures. ISSN: 14704382.
- O’Donnell, A. (2021). Making of Obi-Wan Kenobi (Adam O'Donnell / Making of Obi-Wan Kenobi – Texturing.xyz)
- Ibrahim, S. (2020). Realtime Digital Double with Character Creator and TexturingXYZ ( Sefki Ibrahim / Realtime Digital Double with Character Creator and TexturingXYZ – Texturing.xyz )
- 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