Module Descriptors
3D CHARACTER MODELLING AND ANIMATION
LMAC50220
Key Facts
School of Digital, Technologies and Arts
Level 5
30 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 150
Independent Study Hours: 150
Total Learning Hours: 300
Assessment
  • PORTFOLIO weighted at 100%
Module Details
ASSESSMENT DETAILS
Portfolio (100%)
An individual portfolio comprising:
• an original 3D character model
• 10 second animation using your 3D character
• evidence of research and developmental work
• well-documented reflection on your journey through the process, including evaluative and persuasive arguments for the approaches you have taken to develop your skills.
(Learning outcome 1, 2, 3, 4)

Formative assessment
Individual and group reviews of project planning and work in progress
INDICATIVE CONTENT
This module aims to extend your skills in 3D modelling with a particular focus on the application of software and techniques for building a model of a simple character such as a person, animal or creature, whether based on reality or imagination. You will also learn how to bring your character to life through the application of animation techniques which will portray movement, behaviour and personality.

To be successful in the industry you will need to be able to respond to other people’s ideas, market research, industry trends, technological changes and audience feedback. This module will encourage you to explore the wider context in which computer games are developed. You will need to think about market segmentation, demographics and routes to audiences and the implications these have on computer character modelling and animation when responding to a brief.

Throughout this module the emphasis will be on the practical development of 3D characters and the concept and practice of animating them. This must be informed by a sound appreciation of anatomy so that character representation is credible. It must also be sensitive to the needs of the target audience and regulatory framework to ensure the product is marketable.

You will investigate and evaluate existing animated characters, both past and present, iconic and ground-breaking in order to develop your own insights into how the sector has evolved. Through this you will be able to develop your own style and be able to confidently discuss 3D modelling and character animation principles whilst translating these meaningfully into new and innovative assets.

Your research will inform the development of your own 3D model and short animation as you collate a portfolio of your own work. You will work through the processes of ideas generation, planning and experimentation, demonstrating a range of specific skills for the sector, and given that assets are unlikely to stand in isolation within a game, you will explore how to work with other creatives to make characters which successfully interrelate.

Your success in the sector will be dependent on your determination to produce a portfolio that is varied, sophisticated and demonstrates a high level of technical skill and proficiency. This requires a commitment to the independent study and sustained practise that this module facilitates.
LEARNING STRATEGIES
Learning in this module should build on the knowledge and skill that you developed at level 4 of your studies and the emphasis is placed on practical work, in order that you can explore techniques and processes with greater breadth and depth. You will learn by doing, and will have the opportunity to explore and experiment so that you may discover ways of working with equipment and methods that not only suit the task, but also suit your individual needs and work best for you in an increasingly professional capacity.

Active learning will be facilitated through workshops including demonstrations and studio tutorials, with teachers and visiting practitioners. However, there will be an increasing expectation that you work imaginatively, with independence and responsibility. There will be a mix of individual and collaborative learning, in-class and outside of timetabled sessions. Therefore learning activities will typically include:
• Participation in workshops - exploring different techniques and processes within 3D software and animation software
• Screenings / game play workshops
• Health and safety recap
• Seminars with guest speakers
• Project planning workshops
• Independent practical development and group work, including problem solving
• Reflective practice and target setting
• Group tutorials and critiques with formative feedback
• Individual tutorials
• Screenings of work produced
RESOURCES
Sketchbook.
Drawing board.
Mix drawing materials.
Graphics tablet
Paper, Printers, Scanner.
Computer.
3D Creation Software.
Game Engine
TEXTS
3D Total: (2015) Beginners Guide to Character Creation in Maya: 3D Total Publishing
3D Total: (2015) Anatomy for 3D Artists: 3D Total Publishing
Stahlberg S. (2005) D ‘Artiste Character Modelling: Digital Artists Masterclass: Ballistic Publishing
Williams R. (2012) The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators: Faber and Faber
LEARNING OUTCOMES
1.UNDERSTAND THE LIMITS OF YOUR KNOWLEDGE AND SKILL AND HOW THIS IMPACTS ON YOUR ABILITY, AND ACCESS OPPORTUNITIES TO DEVELOP YOUR TECHNICAL SKILLS IN ORDER TO RESPOND MORE SUCCESSFULLY TO PRACTICAL BRIEFS.
[Learning]

2.EXPERIMENT WITH 3D CHARACTER MODELLING AND ANIMATION SOFTWARE AND TECHNIQUES IN ORDER TO ADVANCE PRACTICAL SKILLS AND IMPROVE OUTCOMES.
[Application]

3.ACQUIRE AND RESPECT OTHERS PEOPLE’S POINTS OF VIEW AND ACCOMMODATE DIFFERENT APPROACHES TO WORKING, IN ORDER TO DELIVER A PRODUCT FOR A SPECIFIC AUDIENCE.
[Working with Others]

4.ASSESS OWN STRENGTHS AND LIMITATIONS MAKING SOUND DECISIONS WITH REGARDS TO WHERE TO IMPROVE, IN ORDER TO MAXIMISE POSITIVE IMPACT ON PRACTICAL WORK.
[Reflection]