Module Descriptors
ADVANCED HARD SURFACE VEHICLE PRODUCTION
GDEV60006
Key Facts
Digital, Technology, Innovation and Business
Level 6
20 credits
Contact
Leader: Christopher Pile
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
  • 3D Game Art Vehicle Portfolio weighted at 80%
  • Development Log - 1200 Words weighted at 20%
Module Details
INDICATIVE CONTENT

This module covers further, advanced skills for producing hard surface assets to games industry standards.


Students will study:

Vehicle design and prototyping

Mechanical vehicle anatomy

Advanced hard surface modelling techniques

Mechanical / hard surface sculpting techniques

Mesh decals

PBR Texturing

Technical limitations of game systems

Hard surface rigging and animation

Implementation of assets into Unreal Engine frameworks

Advanced presentation techniques for 3D art portfolios.
ADDITIONAL ASSESSMENT DETAILS

Assessment Component 1 - (Learning Outcomes 1,2 and 3)

Create a 3D Game Art Vehicle Portfolio weighted at 80% consisting of:

You will produce an advanced 3D vehicle modelling project from design through to implementation and presentation. Focus will be placed on use of advanced techniques, superior quality of high poly model production and visual quality of thematic and narrative texturing.



Assessment Component 2 - (Learning Outcomes 4)

A Development Log weighted at 20% consisting of:

A forum development log that showcases the stages of development used to produce your vehicle portfolio including a reflective critique.
LEARNING STRATEGIES

2 x 3-hour lecture/tutorial sessions per week which will include demonstrations, development periods, critiques and support opportunities.

Learning will be supported by a range of video and written tutorials available online via a VLE.
LEARNING OUTCOMES

Module Learning Outcome

1. Develop an understanding of advanced hard surface modelling techniques to improve workflow and modelling quality.

University Learning Outcome

Knowledge and Understanding

2. Analyse existing vehicle and mech designs and design new, game ready assets to a provided specification, suitable for a given theme.

University Learning Outcome

Analysis and Problem Solving

3. Produce models suitable for a games engine, setting them up as playable assets within a provided game framework.

University Learning Outcome

Application

4. Reflect upon produced designs and assets, comparing against professional examples and the provided theme.

University Learning Outcome

Reflection
RESOURCES

Digital Academy Forum

Digital Academy Uploads

Adobe Photoshop

Pixologic ZBrush

Autodesk 3DS Max

Autodesk Maya

Autodesk Fusion 360

3D Coat

Unreal Engine

Internet access

Blackboard
REFERENCE TEXTS

Gaboury, P., 2012. ZBrush Professional Tips and Techniques. John Wiley & Sons. ISBN: 9781118236338

3D Total, 2017. Beginner's Guide to Zbrush. 3DTotal Publishing. ISBN: 9781909414501

Pavlovich, M., 2019. Intro to ZBrush - Part 9 - Hard Surface Modeling Available at: https://www.artstation.com/learning/courses/7v2/hard-surface-modeling [Accessed Jan ‘23)
WEB DESCRIPTOR

This module focuses on expanding students’ skills and experience with producing hard surface models exploring advanced techniques and hard surface sculpting. Students will focus on designing, producing and implementing their own models into provided games frameworks, ensuring their work is compatible with gameplay systems to ensure functionality as well as artistic quality
SPECIAL ADMISSIONS REQUIREMENTS
Prior study of Hard Surface 3D Vehicle Production or Equivalent