module specification

CU5007 - Modelling and Texturing (2018/19)

Module specification Module approved to run in 2018/19
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
 
81 hours Scheduled learning & teaching activities
219 hours Guided independent study
Assessment components
Type Weighting Qualifying mark Description
Coursework 40%   CW1 (Production1): Research and Design; 8 x A4 pages; 3D character models - low, medium, high; 1 pc of Production1 proje
Coursework 60%   CW2 (Production2): UVs and texture maps on complete rendered 3D character + In-Class work presentation);
Running in 2018/19
Period Campus Day Time Module Leader
Year North Tuesday Morning

Module summary

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 loosing 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.

Prior learning requirements

This module requires a successful completion of Level 4, i.e. basic knoweledge and practical skills of the 2D/3D modelling, materials/textures, lights and cameras.

Module aims

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 develope and are capable to apply advanced level skills, tools and techniques necessary for creating realistic (or acording 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.

Syllabus

> 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, and etc maps
> projection types for texture mapping
> implement and present creative idea to the asset/character

Learning and teaching

The advanced3D 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.

 

Learning outcomes

On completing the module the student will be able to:
LO1: understand the advanced concepts, creative and technical issues of 3D character’s modelling and texturing workflow;
LO2:analyse and critically evaluate 3D character’smodelling and texturing requirements and identify possible problems;
LO3: 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;
LO4: demonstrate competency, confidence and an advanced level of creativity and skill by implementing a believable 3D character’s (and/or game asset) model and texturing;
LO5: integrate diverse tools and techniques to realise creative ideas in terms of model realism, materials/textures,target audience and purpose.
LO6: Effective oral, visual and written communication skills via presentations, reports and demonstrations.

Assessment strategy

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.

Continuing first assignment, a student will have to create a 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).

Bibliography

Suggested bibliography (the latest list will be provided in the module handbook):
• Ward, A. (2005)Game Character Development with Maya, New Riders,
ISBN: 0-7357-1438-X.
Recommended supplementary reading:
Capizzi, T. (2002) Inspired 3D modelling and Texture mapping, Premier Press.
ISBN; 1-931841-50-0.
Meade, T., Arima, S. (2007) The complete reference, Maya 8, McGraw Hill,
ISBN-13: 978-0-07-149829-6, ISBN-10: 0-07-149829-X.