module specification

CU4052 - 3D Sculpting and Animation (2024/25)

Module specification Module approved to run in 2024/25
Module title 3D Sculpting and Animation
Module level Certificate (04)
Credit rating for module 15
School School of Computing and Digital Media
Total study hours 150
 
50 hours Assessment Preparation / Delivery
64 hours Guided independent study
36 hours Scheduled learning & teaching activities
Assessment components
Type Weighting Qualifying mark Description
Coursework 100%   Project and Documentation
Running in 2024/25

(Please note that module timeslots are subject to change)
Period Campus Day Time Module Leader
Spring semester North Thursday Morning

Module summary

This module is designed to give you a solid theoretical background and the underlying concepts for advanced 3D Sculpting and Character Animation. The main focus is on character design and animation using the appropriate workflow, tools and techniques.

You will develop fundamental sculpting, rigging, and animation skills, and will also apply these to create a 3D game character, and learn relevant basic animations for a game (prototype).

You will learn how to make your character interactive in a 3D game environment and playback appropriate character animations based on user input.

Prior learning requirements

Prerequisite:  CU4051

Syllabus

> Pre-production (for creating a 3D game assets and character):
- research and design (3D game assets, game character’s type/role, concept art, model sheets, etc.) [LO1]
3D Sculpting Techniques in industry standard software [LO1] [LO2]
- game assets according to a design/blueprint [LO1] [LO2]
- character’s torso, arms, legs [LO1] [LO2]
- hands and feet details [LO1] [LO2]
- head and facial details [LO1] [LO2] Character retopology in industry standard software [LO1][LO2]
Custom Character rigging [LO3]
Deformation testing: [LO3]
- skeleton setup and binding [LO3]
- deformation testing and adjustment [LO3]
Character rigging via industry standard tools [LO3]
Character animation [LO3]
- setup and test using variety of relevant techniques (splines, editors, IKs, FKs, constraints, blocking out animation, timing, …) [LO3]
- creating animations and sequences (walk/run and etc cycles as well as interaction or manipulating an object(s) and other combined variety of animation sequences) [LO3]
> Animation refinement (and editing) [LO3]
Character facial animation [LO3]
Implementing interactive game characters [LO3][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 amount of coursework will be set.

Learning outcomes

LO1: Design a Game Character following inclusive and socially responsible principles.
LO2: Sculpt and model a game character
LO3: Animate a game character
LO4: Implement an interactive game scenario (level) utilising a Game Character.

Bibliography