Module Descriptors
ADVANCED CHARACTER ART
GDEV60003
Key Facts
Digital, Technology, Innovation and Business
Level 6
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
  • Occurrence B, Digital Institute London, UG Semester 1
  • Occurrence C, British University Vietnam, UG Semester 1
Sites
  • British University Vietnam
  • Digital Institute London
  • Stoke Campus
Assessment
  • A Portfolio of Character Assets weighted at 90%
  • Development logbook with reflection - 1000 words weighted at 10%
Module Details
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.