CU5007 - Modelling and Texturing (2020/21)
|Module specification||Module approved to run in 2020/21|
|Module title||Modelling and Texturing|
|Module level||Intermediate (05)|
|Credit rating for module||30|
|School||School of Computing and Digital Media|
|Total study hours||300|
|Running in 2020/21||
This module is designed to broaden student understanding of modelling and texturing up to the advanced level, including modelling and texturing characters and assets for computer games. The processes of modeling 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. In order to enable the students to produce a professional level character design, this module will cover the study of human anatomy.
Prior knowledge and skills: This module requires a successful completion of Level 4, i.e. basic knowledge and practical skills of the 2D/3D modelling, materials/textures, lights and cameras.
Assessment will consist of the 2 coursework assignments, all pass on agregate.
The aim of the module is to provide an advanced level of knowledge and understanding of the entire modelling and texturing workflow. It also aims to ensure students develop and are capable to apply advanced level skills, tools and techniques necessary for creating realistic (or according to the project requirement specification) 3D character models and relevant textures, including characters and assets for computer games.
This module aims to:
- enable students to understand the concept and relationship between 3D model geometry, UV layouts, material/texture maps and mapping techniques;
- develop skills to create (and optimize) 3D models, UV layouts, materials/textures and mapping;
- use and integrate different tools to create realistic 3D models and textures for variety of contexts and applications (including 3D characters and assets for computer games).
- develop communication skills with particular reference to 3D character development;
- equip students for employment in the CG, games, web and multimedia, design and publishing industries.
The module also aims to help students to continue development of a personal portfolio by adding a 3D work that demonstrates understanding of the key principles and capability to create a complete and fully rendered 3D character.
Prior learning requirements
> human anatomy for artists
> designing game asset/character
- modelling templates/reference images
> modelling and editing techniques
- modelling Level of Details (LODs – low, medium and high resolution models)
- model finalise and clean up (model optimization)
> texture mapping techniques and map creation
- UV layouts (creating, editing/stitching)
- bump, colour, normal, specular, diffuse, and etc maps
> projection types for texture mapping
> implement and present creative idea to the asset/character
LO1, LO2, LO3, LO4
Balance of independent study and scheduled teaching activity
The advanced 3D character modelling and texturing 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 texturing style/techniques). In addition to this, a substantial coursework will be set.
On successful completion of this module, students will be able to:
LO1: understand the advanced concepts, creative and technical issues of 3D character’s modelling and texturing workflow;
LO2: demonstrate a capability to choose the appropriate advanced tecniques and tools as well as apply in practice the knowledge and skills to match project requirements and suggest effective problem solutions;
LO3: integrate diverse tools and techniques to realise creative ideas in terms of model realism, materials/textures, target audience and purpose.
LO4: Effective oral, visual and written communication skills via presentations, reports and demonstrations.
The assessment will consist of the two components: CW1 and CW2 assignments, all pass on aggregate. The tutor will set the subject.
CW1, the first assessment (40%) will ask student to research and design a 3D character (concept art/sketches/model sheets and storyboard including a few accessories [game assets] a character may wear or use). The particular focus in the model sheets will be on the completeness and accuracy to present level of detail and variety of the material/texture map types needed to give a personality and realistic/believable visual appearance (effect) to the created and rendered character and/or assets. Additionally the student will have to submit anatomical drawings produced in class.
Continuing first assignment, a student will have to plan for low, medium and high resolution (LOD) 3D character models including a few objects according to the design in the first assessment. The implementation must be completely original and must show visual and aesthetic awareness.
CW2, the second assessment (60%) will ask student to continue previous work and produce a complete refined and realistic/believable 3D character’s and asset model(s) by creating relevant UV layouts and appropriate texture maps as well as implementing correct texture mapping according to the design in the first assignment. In this last assignment student will also have to give a presentation of their work to the teaching team.
All assessment assignments are designed so that student will have to demonstrate their capability and skills [LO1 – LO5] to use and apply various techniques they have used throughout the complete 3D character modelling and texturing workflow.
To reduce a student workload and ensure efficient and useful feedback to students all assignments will be spread in time throughout 30 teaching weeks. Students will have many opportunities for assessed and non-assessed feedback during the module (see next section).
The formative and summative feedback will be provided to students according to University policy. Students will have a written feedback accessible on WebLearn for each assessment component according to the marking scheme and criteria. They also will have an opportunity to get an informal feedback during the workshops, by email, or by face-to-face meeting.
Core Text (Latest list will be provided in the module handbook):
3dtotal Publishing (2017), Beginner's Guide to ZBrush, 3dtotal Publishing
Amin, J., (2015). Beginner's Guide To Character Creation In Maya. 3dtotal Publishing.
Sykut, A., (2011). Photoshop For 3d Artists, Vol. 1. 3dtotal Publishing.
Palamar, T., (2015). Mastering Autodesk Maya 2016: Autodesk Official Press. Sybex.