Expression, 3D Modelling and Texturing for Games

7.5 credits

Syllabus, Bachelor's level, 5SD515

A revised version of the syllabus is available.
Code
5SD515
Education cycle
First cycle
Grading system
Fail (U), Pass (G), Pass with distinction (VG)
Finalised by
The Department Board, 22 February 2017
Responsible department
Department of Game Design

General provisions

The course is part of the minor field of study Expression in Convergent Media.

The course is part of the Bachelor program Game Design and Graphics, 180 Credits.

Entry requirements

Expression and 2D Graphics for Games 2, 7.5 credits

Learning outcomes

This course introduces students to 3D-graphics for games with focus on 3D-modeling and texturing for implementation into game engines.

Upon successful completion of the course, the student will be able to:

  • produce simple 3D-assets for games in the form of hard surface props and simple fully textured characters while following a production pipeline
  • apply previously obtained learning outcomes from prerequisite courses in 2D-graphics such as line, shape, space, form, colour, value and texture to 3D-graphics for games
  • demonstrate knowledge and skills in optimal edge-flow meshes in 3D-graphics for games in the creation of new and unique assets
  • create UV and textures compatible with Physically-based rendering (PBR) and real-time rendering.
  • be able to effectively communicate visual and narrative aspects of a game through the use of 3D-graphics taking into consideration cultural and artistic aspects, and
  • create a pre-production package for other artists providing clear art direction for artwork to be produced.

Content

This is an introductory level course which provides the student with a foundation in 3D-graphic modeling and texturing for games. The course is structured with individual assignments, focusing on theoretical, technical and artistic content as well as the application of both practical and theoretical knowledge and skills.

Content includes, but is not limited to:

  • Principles of art applied to 3D-graphics for games
  • Vertices, edges, faces and edge flow
  • Visual styles in games
  • UVs, textures and PBR materials
  • Color theory applied to games
  • Visual world-building in games
  • Creating a pre-production package
  • Basic anatomy for artists
  • Texturing and storytelling
  • Developing a minimum of one hard-surface prop and one simple character as 3D game assets, including UV and texturing

Instruction

This course combines classroom activities and individual study. Classroom activities is in the form of seminars and workshops focused on theoretical, artistic and technical aspects of the course.

Assessment

Examination is in the form of practical assignments submitted throughout the course documented by a final written component. Grading is based on the degree to which the submissions demonstrate an understanding and application of the theoretical, technical and artistic content in the course as specified in the goals and requirements for each assignment.

To achieve the overall grade of Pass with distinction, a Pass with distinction grade is required for the majority of the submissions as well the final assignment.

If there are special reasons for doing so, an examiner may make an exception from the method of assessment indicated and allow a student to be assessed by another method. An example of special reasons might be a certificate regarding special pedagogical support from the University's disability coordinator.

Uppsala University does not accept cheating or plagiarism. Suspected incidents of cheating or plagiarism are reported to the Vice-Chancellor, which may issue a formal warning to the student or suspend the student from studies for a certain period.

NOTE: Only completed courses can count toward a degree.

Other directives

The course substitutes/overlaps the course (5SD045) 3D Computer Graphics: Theory and Application I 7.5 credits at Uppsala University

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