INDICATIVE CONTENT
Summary
This module provides students with advanced techniques in the production of Game ready creature art, with a focus on animal physiology and anatomy. The module will introduce new methods for tackling industry standard creature production challenges
Suggested Indicative Content:
Advanced Zbrush
Creature Anatomy
Alpha production
Hair production
Tiling materials
Skin surfacing
Advanced shader production
UDIMS
Animal physiology
Presentation
ADDITIONAL ASSESSMENT DETAILS
Assessment component 1 - (Learning outcomes 1,2 & 3)
Production of a Game ready creature worth 80% Consisting of:
You are to produce a game ready creature based on a given brief using advanced character/creature production techniques following relevant and appropriate reference and citations
There should be appropriate considerations for correct and functional animal physiology during the design and production phase. The creature must be retopologised, textured, and implemented into Unreal Engine as a game-ready asset
Assessment component 2 - (Learning Outcome 4)
Development logbook with reflection worth 20% consisting of:
Students will communicate the processes and present the first assessment component along with a reflective text via a digital forum thread
Students will collate and compare their work to industry artwork and workflows
LEARNING STRATEGIES
1x2hr Lecture/Demo
1x2hr Tutorial
1x2hr Workshop
LEARNING OUTCOMES
1. Demonstrate knowledge and further understanding of advanced 3D creature production techniques in relation to industry standard techniques
University Learning Outcome
Knowledge and Understanding
2. Produce a Game ready creature, based on existing IP, with the application of appropriate methods for recreation of all aspects of the character production pipeline
University Learning Outcome
Application
3. Identify areas of creature production and investigate advanced methods for recreating specific elements
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,
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
UDIMS| UNreal engine documentation
WEB DESCRIPTOR
This module provides you with advanced techniques in the production of Game ready creature art, with a focus on animal physiology and anatomy. The module will introduce new methods for tackling industry standard creature production challenges, whilst supporting already established knowledge