CU4051 - 3D Modelling and Texturing (2024/25)
Module specification | Module approved to run in 2024/25 | ||||||||||
Module title | 3D Modelling and Texturing | ||||||||||
Module level | Certificate (04) | ||||||||||
Credit rating for module | 15 | ||||||||||
School | School of Computing and Digital Media | ||||||||||
Total study hours | 150 | ||||||||||
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Assessment components |
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Running in 2024/25(Please note that module timeslots are subject to change) |
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Module summary
This module is designed to give you a solid introduction to the underlying concepts and principles of Computer Graphics (CG) and images as well as some practical experience of applying relevant techniques and tools. You will be introduced to the 2D/3D computer graphics and images, production workflow, relevant documents (concept art, sketches, model sheets, etc), main modelling and texturing concepts and techniques, use and apply appropriate techniques and tools to produce an artefact and develop a communication style in the subject topic. No prior learning is required for this module.
The processes of modelling and texturing usually are interlinked and because of that optimizing the geometry will make changes to the texturing and vice versa. Therefore, this module will teach relevant techniques for matching (and optimizing) the geometry of the models, UV layouts, creating material/texture maps and mapping them on to the geometry models while keeping the number of textures needed to a minimum and at the same time without losing extra details that give a personality to (game) character or assets. Students will have to create relevant artefacts using an industry standard modelling/texturing package. The creation of models and textures for computer games is presented from the technical artist's perspective and demonstrates to the students the design, problem solving, and relevant workflow using appropriate techniques and tools.
Syllabus
> Concepts and Principles [LO1]
- Pixel; Graphics; [LO1]
- Rendering; [LO1]
- bit-depth, colour, colour models, colour representation; [LO1]
- output devices and the notion of “image size”, image resolution; [LO1]
-compositing, image processing; [LO1]
- lines, polylines, polygons, vectors, 2-D geometrical shapes, Bezier curves; [LO1]
- fill and line rendering. [LO1]
>2D/3D Graphics [LO1]
- concept art, design, sketches, model sheets; [LO2] [LO3]
- projections, reference images/planes; [LO2] [LO3]
>2D/3D Modelling techniques [LO1]
- 2D/3D computer models, geometry (mesh & surfaces); [LO1]
- NURBS modelling and editing; [LO1]
- Polygonal modelling and editing; [LO1]
- Other modelling and editing techniques; [LO1]
- Shaders (materials), lights, and cameras basics [LO1]
- Rendering,batch rendering, volume rendering, photorealistic rendering, presentation;
> Texturing [LO1]
> CG Applications: [LO4]
-Real-time Rendering [LO4]
-Level Design [LO4]
-Introduction to VFX [LO4]
Balance of independent study and scheduled teaching activity
The key concepts and theoretical material will be covered in the lectures and workshop based sessions (using tutorials and relevant examples). Time will be devoted to the discussion and evaluation of problem solutions. The student will be expected to spend an equivalent time in private study (research connected with the subject, directed reading, and developing their own modelling and animation style/techniques). In addition to this, a substantial coursework will be set.
Learning outcomes
On completing the module the student will be able to:
LO1: Understand the principles of CG and images, main contextual issues and production workflow with the focus on 3D modelling and texturing
LO2: Be competent at solving CG production problems and suggest effective solutions;
LO3: Design a 2D/3D objects and apply theoretical CG knowledge in practical scenarios;
LO4: Implement and produce effective CG output (artefacts and relevant documentation) from a number of systems by applying appropriate techniques and relevant tools.