3 PO1 – M1 & D1 Analyse the similarities and differences between modelling characters for AAA and mobile platforms. Understand the constraints placed on a 3D artist, from the client brief, target audience, poly count, texture resolution and legal and ethical issues. Tutor led: Tutor to discuss with learners the principles behind modelling characters for videogames. Analysing the similarities and differences between AAA and mobile, how these two platforms dictate the poly count and texture resolution limitations. Tutor to discuss with learners the effect in terms of constraining a 3D artist’s creative flow that the following have: Client brief Target audience Platform Legal/ethical issues Learner led: Learners to add to their document created in previous two weeks by analysing the differences and similarities between mobile and AAA games. This document should cover the limitations mobile games have when compared to PC or console. Learners to continue with their written document by adding their understanding of the constraints placed on a 3D artist in terms of their creative flow. Homework exercise: Add to written document by including their understanding of the differences between mobile and PC/console games. Some learners will add their understanding of the constraints faced by a 3D character artist. Written communication skills when adding to the document started in wk1.
7 PO3 – P8, P9, M4 Understand reference planes and set one up for modelling a character. Model a 3D character to low poly specifications on client brief. This task will be repeated three times to ensure a quality asset is created and enough time is given to students to create a character. Tutor led: Tutor to introduce learners to reference planes. Their use and demonstration of how to set one up using 3D modelling software. Learner led: Learners should make use of their turnaround created in the previous lesson to set up reference planes for their character in a 3D software package. Tutor led: Tutor to demonstrate the modelling process for creating a character in low poly. Taking care to demonstrate correct topology for joints and face. Learner led: Learners to begin creation of a low poly character which meets the client specification. Some students will be capable of modelling a 3D character to High poly specifications on client brief, those student will have made excellent progress when studying unit 5 3D Environment Art. Setting up reference planes for 3D modelling. Modelling a 3D character to low poly / high poly specifications.
8-10 PO3 – P9, M4 Model a 3D character to low poly specifications on client brief. This task will be continued over four weeks to ensure a quality asset is created and enough time is given to students to create a character. Learner led: Learners to continue creation of a low poly character which meets the client specification. Model should be created within the technical limitations for poly count and contain correct topology for animation purposes. Some students will be capable of modelling a 3D character to High poly specifications on client brief, those student will have made excellent progress when studying unit 5 3D Environment Art. Modelling a 3D character to low poly / high poly specifications. 11 PO3 – P10, M5 Demonstrate an understanding of UVW unwrapping by generating a diffuse/albedo texture map. Expand on the texturing process by generating two additional maps for their character model. Tutor led: Tutor to demonstrate UVW unwrapping for an organic surface such as a character. Learner led: Learners to use knowledge gained in wk2 with texture types to create a diffuse / albedo texture map for their character, working to texture limitations outlined in the client spec. Some learners will have time to create two additional maps for their character such as: Specular, Normal, Alpha, Metalness, AO. Completion of texture maps for character to client specification. will be used when creating textures to specific pixel resolutions and to the power of 2.
12 PO4 – P11, M6, D3. Demonstrate and understanding of how to render an from the 3D software package Demonstrate and understanding of how to render a turntable animation from the 3D software package. Tutor led: Tutor to demonstrate rendering using 3D software package. Tutor should demonstrate both single image renders and turntable animated renders using splines and animating a camera to a path. Learner led: Learners are to render both a still image and an animated turntable of their final 3D character model. Some students will have time to write an evaluative document detailing the development process from concept to final 3D model. Renders (single image and animated turntable) of completed character. Written document evaluating the development process from concept to final model. Written skills shown when creating an evaluative document detailing the development process of creating a character in 3D from concept to final model. 13 Re-Cap Demonstrate an ability to present work to Critically review own and others work led: Tutor to critique mock exam work alongside learners to assist with areas of difficulty and to give learners feedback on how to improve for the externally assessed exam beginning the following week. Learner led: Learners are to critically review work of their peers, and to make notes on the critique given to their own work. Verbal, observation of presentation and interaction with peers during critique. 14 Externally Assessed Assignment 15 Externally Assessed Assignment 17 Externally Assessed Assignment 18 Externally Assessed Assignment