
Basics of 3D modelling for computer games 2
- Class 15
- Practice 30
- Independent work 75
Course title
Basics of 3D modelling for computer games 2
Lecture type
Obligatory
Course code
23-11-523
Semester
4
ECTS
4
Lecturers and associates
Course overview
The aim of the module is to introduce students to more advanced 3D modelling techniques for computer games, modelling tools and ways of thinking.
This module represents the fourth module in the vertical of modules specialized in knowledge and skills in the field of technical art. Another compulsory and one optional module in the same group follows this module. The skills acquired in this module will significantly contribute to the possibility of following the following modules and will significantly contribute to the development of the student as a professional in the respective fields.
The module is taught in a 3D modelling tool. The module knowledge check is based on solving a series of small practical tasks in defined development tools and on individual student projects. In these projects, students must create 3D models suitable for use in computer game development.
Content
Students will learn:
• physical, design and conceptual models and topology construction
• 3D modeling procedures of organic and inorganic objects
• inorganic, organic and spline mapping for 3D models
• use distribution methods
• use procedural texture maps
• advanced textures and texture space unwrapping.
Literature
1. Amin, J. et al (2014) 3Dsmax projects. Worcestershire: 3DTotal publishing.
Additional 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.
Minimal learning outcomes
- Propose the construction of the topology of physical, blueprint and conceptual model according to the intended use in a computer game, taking into account the level of detail, application and role.
- Choose optimal and fast procedures for 3D modelling of organic and inorganic objects for a computer game.
- Construct a 3D model and/or model system using distribution methods.
- Support the use of procedural texture maps appropriate to the use and role of the 3D model.
- Create a solution using texture space unwrapping for inorganic, organic and spline 3D models.
- Construct advanced textures using a combination of 2D and 3D space and projection mapping connecting models with varying amounts of detail.
Preferred learning outcomes
- Propose the construction of the topology of a complex physical, blueprint and conceptual model according to the intended use in a computer game, taking into account the level of detail, application and role.
- Choose optimal and fast procedures for 3D modelling of complex organic and inorganic objects for a computer game.
- Construct 3D model and/or system models using distribution methods and transform the models for optimization.
- Support the use of complex procedural texture maps appropriate to the use and role of the 3D model.
- Create a solution using texture space unwrapping for inorganic, organic and spline 3D models while allocating space proportional to size.
- Construct advanced textures using a combination of 2D and 3D space and projection mapping connecting models with varying amounts of detail without stretching the texture.