Module Descriptors
ADVANCED MODELLING SHOWCASE
GDEV60008
Key Facts
Digital, Technology, Innovation and Business
Level 6
20 credits
Contact
Leader: Mark Simpson
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
Sites
  • Digital Institute London
  • Stoke Campus
Assessment
  • A 3D asset portfolio developed on a Digital Forum weighted at 100%
Module Details
INDICATIVE CONTENT
Students will create advanced models to an industry standard, covering the following:



Engaging with the wider 3D community in Industry competitions and events

3D Characters, vehicles and environments

Self-managed activity

Advanced materials

Character rigging and posing

Game Engine lighting

Game Engine Materials

Exporting Advanced 3D Models

Game Engine Cameras and Staging
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - (Learning Outcomes 1,2,3 and 4)

A 3D asset portfolio developed on a Digital Forum weighted at 100% consisting of:

The creation of a 3D asset based on Industry Art Test Requirements. The Art Test will be developed over a series of weeks on the Digital Academy Forum. The Forum must evidence industry standard development stages from Modelling through to Rendering.

LEARNING STRATEGIES

2 * 3 hours per week Lecture / tutorial incorporating practical demonstrations, tutorial activities and 3D challenges.
LEARNING OUTCOMES

1. Demonstrate a Systematic Approach to the Understanding and Analysis of 3D assets.

University Learning Outcome

Knowledge and Understanding

2. Apply Critical Reasoning to the Selection and use of different 3D modelling workflows and reflect on industry workflows and design tests.

University Learning Outcome

Application

3. Recognise appropriate solutions to game engine problems and apply industry practise to solve them.

University Learning Outcome

Problem Solving

4. Reflect upon the effectiveness of various technological solutions in order to use advanced game engine technology in the most appropriate manner.

University Learning Outcome

Reflection
RESOURCES

3D Modelling Software

Photoshop

Z-Brush

Substance Suite

Unreal Engine

Digital Academy Forum

Digital Academy Upload System

REFERENCE TEXTS

Spencer, 2011, Zbrush Creature Design, John Wiley & Sons ISBN: 978-1118024331

Spencer, 2011, Digital Clay: Character Creation with Z-Brush, John Wiley & Sons ISBN: 978-0470572573

Kingslien, 2011, Zbrush Studio Projects: Realistic Game Characters, Wiley & Sons ISBN: 978-0470872567

Spencer, 2010, Digital Sculpting Human Anatomy, John Wiley & Sons ISBN: 978-0470450260

Zarins & Kondrats 2020, Anatomy for Sculptors, Exonicus, ISBN: 978-0990341109

Kelly, H Environment Art in the Game Industry: A Guide to Rich and Realistic Environments Using Substance Designer, CRC Press, ISBN: 978-0367706760

Ahearn, 2017, 3D Game Environments: Create Professional 3D Game Worlds, CRC Press, ISBN: 978-1138920026

Venter, 2022, Unreal Engine 5 Character Creation, Animation and Cinematics, Packt Publishing, ISBN: 978-1801812443

Lanning, Petroc, and Baysal, 2010, D'artiste Character Modelling 2: Digital Artists Master class, Ballistic Media ISBN: 978-1921002359

Digital Lighting and Rendering, Jeremy Birn, 2013, New Rider 3rd Edition, ISBN: 978-0321928986
Houdini Learning Paths | SideFX (2023). Available at: https://www.sidefx.com/learn/.
WEB DESCRIPTOR

Students will work towards the creation of industry standard 3D art pieces. You'll work with a variety of industry standard software with the goal to create stunning portfolio ready pieces.