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 | ||||||||||
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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 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.