Module Details
Module Code: |
ENVI |
Module Title:
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2D and 3D Environmental Modeling
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Title:
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Advanced 2D and 3D Environmental Modeling
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Module Level:: |
8 |
Module Coordinator: |
Nigel Whyte
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Module Author:: |
Anita Dice
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Module Description: |
The aim of the module is to introduce the process by which a game environment is created, from concept art to final game environment in industry standard software. Through a practical project framework, students learn the tools and skills needed to create 2D & 3D environments for games, 3D props, 3D modeling and 3D assets for use across the interactive digital art and design area.
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Learning Outcomes |
On successful completion of this module the learner will be able to: |
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Learning Outcome Description |
LO1 |
Develop an understanding of the interactive experience, and environment creation process from concept and planning to practical production of the final environments. Understand and develop skills in the area of photogrammetry to aid in the development of effective and immersive environment and props. |
LO2 |
Be fluent in the range of tools and skills necessary for environment modeling including poly Modeling, Texture creation/ Material creation, optimizing assets for real time use |
LO3 |
Be aware of the role of the environment artist / designer in a design development process, consider dependencies in other aspects of design production, assess technical requirements and limitations of a target platform or technology and successfully design and produce assets to specification. Understand the work flow and process of a studio environment and collaborate effectively allowing for an adaptive design process, taking on critical evaluation and adapting design work to incorporate it. |
Dependencies |
Module Recommendations
This is prior learning (or a practical skill) that is recommended before enrolment in this module.
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No recommendations listed |
Co-requisite Modules
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No Co-requisite modules listed |
Additional Requisite Information
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No Co Requisites listed
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Indicative Content |
Concept analysis and planning
Concept analysis and planning immersive environments for Story telling purposes. Interpreting story concept for world design.
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Modeling & Sculpting
Polygonal modeling. Navigation, object creation, polygonal modeling, Box modeling.
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Scene Layout
Scene Layout, Low poly modeling, working from designs/ Blueprints, using reference, Scene blocking,testing iterative development.
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Modular Design
Modular Design, Asset Linking techniques. generated and repeating materials/ texture maps. Designing for re-use.
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Materials and Lighting
Materials and Lighting, Texture painting, tiling textures, Light baking.
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Game engine integration
Game engine integration, Physics, collisions, engine prep.
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Module Content & Assessment
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Assessment Breakdown | % |
Project | 40.00% |
Practical | 60.00% |
AssessmentsFull Time
No End of Module Formal Examination |
Reassessment Requirement |
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.
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Reassessment Description Decided by module academic in conjunction with programme board. Repeat of coursework and/or written examination or other repeat mechanism as appropriate dependent on students performance and module engagement.
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SETU Carlow Campus reserves the right to alter the nature and timings of assessment
Module Workload
Workload: Full Time |
Workload Type |
Workload Category |
Contact Type |
Workload Description |
Frequency |
Average Weekly Learner Workload |
Hours |
Laboratory |
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Contact |
Studio based learning. Students will apply skills, learning new process and work on projects, applying new skills to creative briefs |
12 Weeks per Stage |
4.00 |
48 |
Independent Learning Time |
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Non Contact |
Students will advance their technical skill set and apply their knowledge to project based work |
15 Weeks per Stage |
5.13 |
77 |
Total Weekly Contact Hours |
4.00 |
Module Resources
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Recommended Book Resources |
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Hans P. Bacher. (2008), Dream Worlds, Taylor & Francis, p.208, [ISBN: 9780240520933].
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Ben Simonds.. Blender master class, San Francisco; No Starch Press, [ISBN: 1593274777].
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Hans P. Bacher,Sanatan Suryavanshi. (2018), Vision, Laurence King Publishing, p.240, [ISBN: 1786272202].
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Todd Daniele. Poly-modeling with 3ds Max, Focal Press/Elsevier, [ISBN: 0240810929].
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John M. Blain. The Complete Guide to Blender Graphics: Computer Modeling & Animation, 3rd. CRC Press, [ISBN: 1498746454].
| Supplementary Book Resources |
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Tony Mullen. Mastering Blender, Sybex, p.704, [ISBN: 1118275403].
| This module does not have any article/paper resources |
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Other Resources |
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http://www.cgsociety.org/,
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http://www.3dartistonline.com/,
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http://blenderartists.org,
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http://www.blendernation.com,
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http://www.blender.org,
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