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Advanced 3D modeling for computer games

  • Class 15
  • Practice 30
  • Independent work 105
Total 150

Course title

Advanced 3D modeling for computer games

Lecture type

Elective

Course code

23-02-572

Semester

2

ECTS

5

Lecturers and associates

Course overview

This module introduces students to advanced techniques of 3D modelling for computer games.

This module is not core to Game Development subspecialisation, but a part of an optional module group that specializes in technical arts knowledge and skills. Skills learnt in this module will contribute significantly to being able to follow subsequent modules and will contribute significantly to students’ development as professionals in respecting fields.

Students will learn:
• About physical, design and conceptual models and topology construction.
• About 3D modelling procedures for organic and inorganic objects.
• About 3D model impact on game performance and 3D model optimizations.
• About inorganic, organic and spline mapping for 3D models.
• About advanced textures and texture space unwrapping.

The module is taught in 3D modelling tool. The module assessment is based on solving a series of smaller practical tasks in 3D modelling tool and on individual student projects. In these projects, students must create advanced 3D models.

Literature

Essential reading:
1. Amin, J. et al (2014) 3Dsmax projects. Worcestershire: 3DTotal publishing.

Recommended reading:
1. Daniele, T. (2008) PolyModeling With 3dsMax - Thinking Outside of the Box. Waltham: Focal Press.
2. Gahan, A. (2013) 3ds Max Modeling for Games. 2nd edn. Abingdon-on-Thames: Routledge.

Download student guide

Minimal learning outcomes

  • Analyse the physical, blueprint and conceptual model and propose their topology construction according to the planned application in the computer game, taking into account the level of detail, application and role.
  • Select optimal and fast 3D modelling procedures for organic and inorganic objects for a computer game.
  • Construct a 3D model and / or model systems using distribution methods.
  • Evaluate the impact of 3D model characteristics on computer game performance and optimize the 3D model by minimizing the amount of polygons in order to improve computer game performance.
  • Support the use of procedural texture maps adequately to the use and role of a 3D model.
  • Create a solution using texture space unwrapping for inorganic, organic and spline mapped 3D models.
  • Construct advanced textures using a combination of 2D and 3D space and projection mapping linking models with a different amount of detail.
  • Map complex and composite material structures from 3D models to materials created in a game development environment.

Preferred learning outcomes

  • Analyse complex physical, blueprint and conceptual model and propose their topology construction according to the planned application in the computer game, taking into account the level of detail, application and role.
  • Select optimal and fast 3D modelling procedures for complex organic and inorganic objects for a computer game.
  • Construct a 3D model and / or model systems using distribution methods while transforming models for optimization.
  • Evaluate the impact of complex 3D model characteristics on computer game performance and optimize the complex 3D model by minimizing the amount of polygons in order to improve computer game performance.
  • Support the use of complex procedural texture maps adequately to the use and role of a 3D model.
  • Create a solution using texture space unwrapping for inorganic, organic and spline mapped 3D models while allocating space proportional to the size.
  • Construct advanced textures using a combination of 2D and 3D space and projection mapping linking models with a different amount of detail without texture stretching.
  • Map complex and composite material structures from 3D models to materials and effects created in a game development environment.