Module Descriptors
REALTIME 3D CHARACTER PRODUCTION
GDEV50036
Key Facts
Digital, Technology, Innovation and Business
Level 5
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
Sites
  • Digital Institute London
  • Stoke Campus
Assessment
  • GAME-READY CHARACTER ASSETS weighted at 80%
  • DEVELOPMENT LOGBOOK - 1200 WORDS weighted at 20%
Module Details
MODULE LEARNING OUTCOMES
1. Demonstrate advanced understanding of the workflows required to produce a game-ready character from a given brief and model.
2. Analyse existing industry techniques and identify the advantages of specific production pipelines and utilise these during production of a game-ready asset.
3. Using appropriate tools and suitable development pipeline to adapt a complex sculpture into a game-ready asset in order to meet the given brief.
4. Communicate and critically reflect on the outcomes of the creative processes used in development via a development logbook and final presentations.
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
WEB DESCRIPTOR
An exciting opportunity to learn how to convert a high-poly character sculpture into a game-ready asset for use within a games engine. You will learn how to create realistic details by implementing industry-standard softwares and methodologies.
MODULE LEARNING STRATEGIES
1x 2hr Lecture/Demo
1x 2hr Tutorial
1x 2hr Workshop
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
MODULE RESOURCES
Marvelous Designer
Substance Suite
Unreal Engine
Maya
Xgen
3ds Max
Blender
TexturingXYZ
Wrap3D
Adobe Creative Suite