Guía Docente 2023-24 DISEÑO 3D AVANZADO |
BASIC DETAILS:
Subject: | DISEÑO 3D AVANZADO | ||
Id.: | 31395 | ||
Programme: | GRADUADO EN DISEÑO Y DESARROLLO DE VIDEOJUEGOS. 2013 (BOE 28/03/2014) | ||
Module: | DISEÑO VISUAL | ||
Subject type: | OPTATIVA | ||
Year: | 4 | Teaching period: | Segundo Cuatrimestre |
Credits: | 6 | Total hours: | 150 |
Classroom activities: | 64 | Individual study: | 86 |
Main teaching language: | Inglés | Secondary teaching language: | Castellano |
Lecturer: | Email: |
PRESENTATION:
Following this subject we will go through some of the most used software in the videogame industry regarding 3D art. Obtain the necessary knowledge to feel capable and confident in a professional scenario, giving rise at the same time to art and aesthetic vision, beeing part of the creative process that involves 3D sculpting, texturizing, baking textures, retopologies, rendering, etc.
PROFESSIONAL COMPETENCES ACQUIRED IN THE SUBJECT:
General programme competences | G07 | Ability to handle different complex knowledge models through a process of abstraction and its application to approach and solve problems. |
G10 | Ability to master information and communication technologies and their application in their professional field. | |
Specific programme competences | E24 | Ability to specially visualise and have knowledge of the graphical representation techniques, both in terms of traditional methods of metrical geometrics and descriptive geometrics using computer-assisted design application. |
E25 | Ability to design and create graphical elements and their application in the development of video games. | |
E26 | Ability to perform the design and creation of animated characters and their application in the development of video games. | |
Learning outcomes | R01 | Understand and manage advanced tools for 3D design. |
R02 | In-depth study and editing of complex natures, double and triple curvature surfaces. | |
R03 | Create environments and atmospheres for a fully digital world. | |
R04 | Learn communication and graphic-plastic persuasion through 3-D information technology and post-production support for final viewing. |
PRE-REQUISITES:
This class requires and open minded status to don’t be afraid to attend the class in English (the recommended level is to have a B1 or above), to feel comfortable by problem solving the technical aspects and frecuent issues, to sketch and share creative ideas and give and recieve feedback in an assertive manner. The understanding of the principles of art foundations will sharp the students’ aesthetical taste, so it’s important that they observe their own progres. The daily practice, will show them their learning process evolution and the practice of all the contents will be gradually fluent.
In order to addapt the daily work to the healthy real professional environments, all the course atomsphere will be influenced by agile metodologies that encourages the aproach of building an active and supportive colaborative attitude.
SUBJECT PROGRAMME:
Observations:
The contents will be distributed in three main phases: preproduction, production and postproduction. Throughout the course students will acquire the tools to entirely create a 3D environment aimed to create a video teaser of an hypothetic game. The goal is to use the artistic and aesthetic tools to create a convincing presentation that could help students showcase prototypes an ideas to be potentially pre-ordered.
Subject contents:
1 - ENVIRONMENTS PRODUCTION PIPELINE OVERVIEW |
2 - PREPRODUCTION |
2.1 - Desing Fundamentals (and how to apply it on 3D worlds). |
2.2 - Concept Art techniques. (3D sketch, brief, moodboard, storyboard, color script, thumbnails and concept sheets). |
3 - PRODUCTION |
3.1 - Set dressing – Building 3D scene. |
3.2 - Intro to PBR Properties: Light affecting materials/textures for storytelling. |
4 - POSTPRODUCTION |
4.1 - Intro to Special Effects (physical properties and particle's system). |
4.2 - Cutscenes, teasers. Cameras, animation and render engine. |
4.3 - Video edition, sound, postprocesing and aesthetic presentations. |
5 - THE PRESENT/FUTURE OF VIDEOGAMES’ ART. |
Subject planning could be modified due unforeseen circumstances (group performance, availability of resources, changes to academic calendar etc.) and should not, therefore, be considered to be definitive.
TEACHING AND LEARNING METHODOLOGIES AND ACTIVITIES:
Teaching and learning methodologies and activities applied:
The classroom activities will be oriented to promote the active learning, so the masterclass contents will be presented in short capsules and interlayered with dynamic and reflective exercises based on CLIL metodologies and microteaching methods. Also the contents’s masterclass will be presented in a very visual system, reinforced by links to professional examples, extra contents, or videos and tutorials that could be accesible to complement the contents seeing in class at home.
If students have to do teamwork, they must follow the health instructions: maintain a safe distance, take care of the maximum capacity allowed and wear masks.
A forum will be opened to colaborativelly solve possible issues. The participation by giving correct assistance to the rest of the colleagues will be encouraged, as to repeat a question already answered will be avoided. Also the tutorials will be available to solve isues.This system has the purpose to give the tools to keep being always updated after the class, and to know how to collaborate in a appropiated manner in any in 3D community, that basically are connected by forums.
Student work load:
Teaching mode | Teaching methods | Estimated hours |
Classroom activities | ||
Master classes | 20 | |
Practical exercises | 6 | |
Practical work, exercises, problem-solving etc. | 10 | |
Coursework presentations | 4 | |
Laboratory practice | 18 | |
Assessment activities | 2 | |
Extra-curricular activities (visits, conferences, etc.) | 4 | |
Individual study | ||
Individual study | 18 | |
Individual coursework preparation | 22 | |
Group cousework preparation | 10 | |
Project work | 36 | |
Total hours: | 150 |
ASSESSMENT SCHEME:
Calculation of final mark:
Written tests: | 20 | % |
Individual coursework: | 40 | % |
Group coursework: | 20 | % |
Final exam: | 20 | % |
TOTAL | 100 | % |
*Las observaciones específicas sobre el sistema de evaluación serán comunicadas por escrito a los alumnos al inicio de la materia.
BIBLIOGRAPHY AND DOCUMENTATION:
Basic bibliography:
GONZÁLEZ JIMÉNEZ, D. (2014). Arte de videojuegos: da forma a tus sueños. RA-MA Editorial. Disponible online en: https:/ / elibro.net/ es/ lc/ usj/ titulos/ 106441 |
Recommended bibliography:
ROBERTSON, S. The Skillful Huntsman: Visual Development of a Grimm Tale at Art College of Design. Design Studio Press, 2005. |
PBR Guide. A handbook for physically based rendering. Wes McDermott, 2018. |
MATEU-MESTRE, M. y Señarís, L. Tinta: Dibujo y composición para narradores visuales (Español). Design Studio Press, 2020. |
GURNEY, J. Luz y color. Espacio De Diseño (Tercera edición)". 2015. |
BACHER, H. Vision: Composition for film. Laurence King Publishing; N.º 1 edición, 2018. |
AMIDI, A. The art of Pixar : the complete color scripts and select art from 25 years of animation / Amid Amidi ; foreword by John Lasseter. San Francisco, CA : Chronicle Books, 2011. |
Recommended websites:
Odin 3D courses and tutorials | www.odin3D.com |
Polycount | http://wiki.polycount.com/wiki/Topology |
Mitch Leewue | https://www.mitchleeuwe.nl/#shop |
Blender cloud - Fundamentals | https://cloud.blender.org/training/blender-fundamentals/5b27ed1f5eab7f03a19135dc |
Quixel - Megascans | https://quixel.com |
https://www.pinterest.es | |
Artstation Jama Jurabaev | https://www.artstation.com/jama |
Textures | https://www.textures.com/ |
Feng Zhu tutorials | https://www.youtube.com/user/FZDSCHOOL |
* Guía Docente sujeta a modificaciones