3D MODELLING, TEXTURING AND LIGHTING-II
- Course
- GADS302 - 3D MODELLING, TEXTURING AND LIGHTING-II
- Department
- Digital Game Design - English - Undergraduate
- Course Type
- Course
- Status
- Required
- Language
- English
- Credit
- 4
- ECTS
- 7
- T+P+L
- 3 + 2 + 0
- Course Coordinator(s)
- -
- Prerequisite
- -
- Keywords
Course Description
The 3D Modelling, Texturing, and Lighting II course is designed to familiarize students with advanced 3D modeling methods. The main aim of the course is that students prepare a 20-second game animation using 3D technique and with this study experience the process from design to the end product through a more advanced practice. Within the context of this course, 3D geometric shapes, texture, surface channels and surface mapping, procedural textures, image mapping, light types and settings, camera settings and use, lighting as well as a variety of rendering options, including ray-tracing, will be revisited through advanced practice, using related software.
3D MODELLING, TEXTURING AND LIGHTING-II
Evaluation Tools (Active Term)
No evaluation items have been defined.
Course outcomes
No course outcomes have been defined yet.
Course Syllabus
| Week | Topic |
|---|---|
| Week 1 | Introduction, explanation of the course structure and requirements. |
| Week 2 | Optimization in 3D. Introducing basic sculpting tools in Maya, 3D Scans and learning retopology. |
| Week 3 | Different topology techniques. Class workshop. |
| Week 4 | Texture baking, creating custom textures using Adobe Substance 3D Painter and Photoshop. |
| Week 5 | Advanced texturing techniques. Creating custom PBR textures. |
| Week 6 | Camera set up and basic rendering techniques in Maya. |
| Week 7 | Intermediate lighting techniques and color theory. Class workshop. |
| Week 8 | Midterms |
| Week 9 | Midterms |
| Week 10 | Interior and exterior lighting, natural and artificial lighting systems. |
| Week 11 | Different environment lightings. Class workshop. |
| Week 12 | Intermediate rendering techniques and optimization. |
| Week 13 | Turntable animation setup and exploring portfolio setup for 3D Artists. |
| Week 14 | Finals |
| Week 15 | Finals |
Reference Books & Course Materials
No reference books have been listed.
Learning Outcomes
- L01 To be able to convert a 3d design for optimization. SOLO 4
- L02 To produce custom advanced textures. SOLO 5
- L03 To be able to design advanced lighting systems. SOLO 5
- L04 To demonstrate 3D scenes professionally. SOLO 4
Program Outcomes
- P01 To be able to understand analog and digital games' theoretical and historical development.
- P02 Has a general understanding of the history and culture of the nation and the world in which he lives.
- P03 Digital game engines are well-suited for application.
- P04 His/Her mastery of the fundamental sciences underpins his/her expertise in the creation of digital games.
- P05 Understand the mechanics, logic, and frameworks of analog and digital games.
- P06 Possesses an aesthetic sensibility and knowledge of art.
- P07 Communication, art, music, psychology, sociology, mythology, philosophy, economics, cinema, history, and other disciplines gained the potential to benefit from one another during the game design process.
- P08 Knowing how media and digital games affect people and society and designing games responsibly in light of that knowledge.
- P09 Be able to assess critically the knowledge and abilities acquired through research in the area and other related areas.
- P10 Acquires expertise in artistic design to aid in the creation of digital games.
- P11 Make good use of digital game creation software and programs.
- P12 Possesses the skills necessary to write the code for digital games created for various platforms.
- P13 Possesses the capacity to jointly build digital games' aesthetic and computational aspects.
- P14 Possesses the capacity to create and communicate stories utilizing a variety of technologies.
- P15 Has the capacity to design, plan, and analyze the game as a concept.
- P16 Possesses the capacity to come up with tangible fixes for the issues that arise during the creation of digital games.
Po-Lo Matrix
| LO | P01 | P02 | P03 | P04 | P05 | P06 | P07 | P08 | P09 | P10 | P11 | P12 | P13 | P14 | P15 | P16 | Average |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| L01 | 0 | 0 | 2 | 0 | 3 | 3 | 0 | 0 | 0 | 0 | 5 | 0 | 0 | 0 | 3 | 5 | 1.31 |
| L02 | 0 | 0 | 3 | 2 | 3 | 4 | 0 | 0 | 1 | 4 | 5 | 0 | 0 | 0 | 3 | 3 | 1.75 |
| L03 | 0 | 0 | 0 | 0 | 3 | 4 | 0 | 0 | 3 | 4 | 5 | 0 | 0 | 0 | 3 | 4 | 1.63 |
| L04 | 0 | 3 | 0 | 0 | 0 | 0 | 1 | 5 | 4 | 3 | 3 | 0 | 4 | 0 | 0 | 0 | 1.44 |