INDICATIVE CONTENT
Summary
This module provides students with advanced techniques in the production of Game ready character art, whilst developing upon fundamental knowledge of sculpting, retopology, and texturing. The content of this module will be focused heavily towards a more technical approach to character art.
Suggested Indicative Content:
Advanced Zbrush
Human Anatomy
Hardsurface techniques
Marvellous designer
Skin surfacing
Advanced shader production
Headscans
Presentation
ADDITIONAL ASSESSMENT DETAILS
Assessment component 1 - (Assessing Learning Outcomes 1,2,3)
A Portfolio of Character Assets weighted at 90% consisting of:
Students will be given the task of cleaning up a finished headscan of a selected subject, using Advanced industry methodologies as well as additional photo reference to make the head scan accurate and Game-ready
Students will be tasked with creating a game ready character whilst implementing the headscan created prior to this component
The body of the character will have attire based on historical accuracy with a focus on the production of game ready garments and armour using industry standard methods
Students will be tasked with presenting the character in Unreal Engine with considerations for shader set-up and lighting
Assessment component 2 - (Assessing Learning Outcome 4)
Development logbook and reflection 10%
Students will communicate and critically reflect on their development processes along with comparative evaluations of their work against industry artwork and workflows
LEARNING STRATEGIES
1 x 2 hour lecture per week
2 x 2-hour tutorial workshops week
LEARNING OUTCOMES
1. Demonstrate a knowledge of advanced character production methods in relation to appropriate industry standard techniques regarding scan data handling and processing.
University Learning Outcome
Knowledge and understanding
2. Apply appropriate methods for recreation and interpretation of all aspects of 3D character art as evidenced in the production of a game ready character asset.
University Learning Outcome
Application
3. Identify features and elements embedded within character design from reference and investigate methods for recreating them within the character art pipeline.
University Learning Outcome
Analysis
4. Communicate through reflection and discussion the quality and accuracy of all completed works whilst continually reviewing and evaluating techniques used.
University Learning Outcome
Reflection
RESOURCES
ZBrush,
3D Coat,
3DS Max,
Substance Suite,
Marvelous designer
Unreal Engine,
Wrap
Mari
Maya
XGen
REFERENCE TEXTS
Kondrats, S, Zarins, U (2014) - Anatomy for Sculptors
Simblet, S (2001) - Anatomy for the Artist
Winslow, V (2015) - Classic Human Anatomy in Motion
Winslow, V (2008) - Classic Human Anatomy
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
Digital Humans| unreal engine Documentation
WEB DESCRIPTOR
This module provides you with advanced techniques in the production of Game ready character art, whilst developing upon your fundamental knowledge of sculpting, retopology, and texturing. The content of this module will be focused heavily towards a more technical approach to character art.