Module Descriptor

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Module Descriptor
Please complete using the Guidance notes
Faculty of Arts Business and Science
Visual and Written Media Quality Group
Module Title:
Advanced 3D Techniques
Date validated:
Date amended:
Module Leader:
Campus (s)
29/01/2013
Owning
Programme /
Quality Group
Programme
Code (CRS) (See
Visual and Written Media
Maxwell Robertson
Brampton Road
UF-AGMDES
Module
Code:
CAT credits:
GAME5010
NQF Level:
Mode(s) of
delivery:
Start date:
Level 5
PT FT
Sept 13
JACS Code
W280
20
(See guidance
for details)
guidance for details)
Is the module to be available as a stand alone module?
Collaborative Provision No
Collaborative
Partner Module
sites of Delivery
Leader:
Yes
1
Aims of the
Module
The aim of this module is to enable you to develop skills in the more advanced
techniques and concepts used within the games industry. A further aim of the
module is to make you aware of new and upcoming technologies so that you are
equipped for future developments when you graduate.
2
Intended
Learning
Outcomes
On successful completion, you will be able to:
1.
Demonstrate appropriate application of advanced concepts and techniques
2.
3.
Demonstrate competent use of non-traditional technologies in the area of
multi-resolution mesh creation and editing
Apply advanced texturing and lighting techniques to objects and scenes
4.
Show competent skills in the use of rigging techniques
5.
Understand visual effects and digital composition
3
Indicative
Module
Content
Rigging
Scripting
Deformable surfaces
Advanced lighting and rendering
Particle systems
Digital composition
3D visuals effects
Non-traditional applications that use multi-resolution mesh editing and highdensity mesh creation
Investigation of new and upcoming technologies
4
Indicative
Student
Workload
Lecture
33
Individual Tutorial
3
Guided independent study
164
Hrs
Hrs
Hrs
Module Descriptor
Please complete using the guidance notes
5
Assessment Plan
Method of assessment
length /
time (where
appropriate)
ILOs
assessed
Weighting
(summative
only)
Please
indicate
core
elements
(see note
5A)
Summative assessment
Project Work
Project Work
2000 (Equiv)
3000 (Equiv)
1,2,3,5
1,2,3,4,5
40
60
Work in
Progress on
going,
approximately
at 25%, 50%,
75%
1,2,3,4,5
n/a
Yes
Yes
* If ‘Set exercise’ is selected, please
provide a brief description of the
exercise
Formative assessment
Model Review Sessions
5.1
Reassessment
Reassessment in the failed component(s) will be as stated in the
Academic Regulations.
6
Indicative
Core
Bibliography
Allen, E. & Murdock, K. (2008). Body Language: Advanced 3D Character Rigging.
San Francisco: John Wiley and Sons.
Ford, M. & Leham, A. (2002). Inspired 3D Character Setup (Inspired 3D).
Indianapolis: Prima Tech.
Gaboury, P. (2012). Zbrush Professional Tips and Techniques. Indianapolis, Ind.:
Wiley
Grandy, R. et al. (2005). Inspired 3D Advanced Rigging and Deformations
(Inspired 3D). Portland: Premier Press.
Franson, D. (2004). The Dark Side of Game Texturing. Portland: Premier Press.
Murdock, K. & Allen, E. (2006). Edgeloop Character Modeling for 3D Professionals
Only. New Jersey: John Wiley & Sons.
Spencer, S. (2012). ZBrush Creature Design: Creating Dynamic Concept Imagery
for Film and Games. Indianapolis, Ind.: Wiley
Valencia, P. & Cantor, J. (2004). Inspired 3D Short Film Production (Inspired).
Portland: Premier Press.
7
Additional
Notes
Use reference material like:
3D World - http://www.3dworldmag.com
3D Artist - http://www.3dartistonline.com/
Imagine FX - http://imagefx.com
and online communities like:
http://cgtalk.com
http://www.3dtotal.com
http://highend3d.com
to further develop both your skills and get feedback on your work.
For AQS use only
Record of Minor changes
Date
Section(s) affected
Actioned by SITS updated
(Y/N/NA)
Record of changes to template
Date
Detail of change
Module Descriptor
Please complete using the Guidance notes
Standalone entry requirements: GAME4010 and GAME4040 or equivalence. This
is an advanced 3D class, so you must demonstrate comprabile knowledge to the
year 2 students.
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