3D Modeling and TexturingLaajuus (5 cr)
Code: HTGP0240
Credits
5 op
Teaching language
- English
Responsible person
- Risto Koskenkorva
Objective
Objectives (goals):
The student who completes the course understands the fundamentals of mesh modelling and texturing. The student can determine the technical requirements for a certain asset and apply modelling techniques and parameters accordingly. The student can distinguish different art styles and produce content based on their guidelines.
The student learns to use the 3D software package and built-in tools to manipulate and generate geometry. The student is able to apply external textures onto UV unwrapped models.
Learning outcomes:
After completing this course, you are prepared to work as 3D artist and produce digital content for a multitude of applications.
Course competences
Cross-disciplinary competence in games
Game production competence
Content
Are eyecatching visuals your thing?
Do you wish to build stylized characters, construct photorealistic landscapes or design appealing textures? 3D Modeling and Texturing gives you the required tools and knowledge to shape, sculpt and shade three-dimensional objects for digital environments.
This course focuses on the basic concepts related to 3D modeling: The asset pipeline, mesh modeling, digital sculpting, retopology, UV unwrapping, seamless texturing, texture painting, texture baking, shader design, import-export to game engine, and game engine graphics related features and settings.
Qualifications
Before attending the student must have adequate knowledge of any raster image editor, such as Adobe Photoshop, Affinity Photo, GIMP or Krita. (For texturing purposes)
Previous knowledge of game engine basics and other related tools is useful. No previous 3D modeling experience prequisites
Assessment criteria, satisfactory (1)
Sufficient (1): You have basic knowledge of 3D. You know the concepts of mesh modeling, unwrapping and texturing and understand what they mean. You can be productive in a limited role as an artist.
Satisfactory (2): You understand the basic process of modeling and texturing. You have a comprehension of the different stages of asset workflow. You understand the role of a 3D artist in asset pipeline. You can produce simple game assets into the game engine.
Assessment criteria, good (3)
Good (3): You understand the concepts of 3D modeling and can apply the gained knowledge in a real-life development project. You can apply the skills and knowledge to optimize models and fix most common errors. You can distinguish different art styles from each other. You can produce ready simple game assets into the game engine.
Very good (4): You understand the concepts of 3D thoroughly and you will be able to analyze existing models in detail. You can produce ready complex game assets into the game engine. You can alter your workflows to achieve better results more quickly. You can be productive in a role as an artist.
Assessment criteria, excellent (5)
Excellent (5): You understand the concepts of 3D thoroughly and you will be able to analyze existing models critically. You can analytically discuss about the visual style and present and defend (based on knowledge and evidence) your opinions. You can point out details about the tools and optimization methods used in the creation of an asset. You can question the presented information and give valid options. You can produce ready high quality game assets into the game engine. You can evaluate the efficiency of different workflows and select the correct one for the task at hand. You have done cooperation with other game developer(s) in your project(s).
Materials
Public learning material:
- Blender manual: https://docs.blender.org/manual/en/latest/
- Unity Graphics manual: https://docs.unity3d.com/Manual/Graphics.html
- Unity manual: https://docs.unity3d.com/Manual/index.html
Other learning material:
- Databases in the learning environment
- Materials in the learning environment
Practicalities and used tools:
- Blender 3D as the 3D modeling application
- Unity (or Unreal Engine) as the Game Engine
- GitHub as the Version Control System
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube
- Zoom is used for lectures
- Teams and email are used for official communication
- DiscordApp / WhatsApp / other comms are used for questions, answers and discussions
- All the sessions are recorded and the links are added to the learning environment
Further information
This course is focused for the degree students but it can be included in various study modules (like diplomas or any other life-long-learning modules).
Enrollment
01.08.2024 - 22.08.2024
Timing
26.08.2024 - 18.12.2024
Number of ECTS credits allocated
5 op
Mode of delivery
Face-to-face
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
20 - 30
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Risto Koskenkorva
Groups
-
ZJA24SIAvoin amk, tiko
-
HTG23S1Bachelor's Degree Programme in Business Information Technology
Objectives
Objectives (goals):
The student who completes the course understands the fundamentals of mesh modelling and texturing. The student can determine the technical requirements for a certain asset and apply modelling techniques and parameters accordingly. The student can distinguish different art styles and produce content based on their guidelines.
The student learns to use the 3D software package and built-in tools to manipulate and generate geometry. The student is able to apply external textures onto UV unwrapped models.
Learning outcomes:
After completing this course, you are prepared to work as 3D artist and produce digital content for a multitude of applications.
Course competences
Cross-disciplinary competence in games
Game production competence
Content
Are eyecatching visuals your thing?
Do you wish to build stylized characters, construct photorealistic landscapes or design appealing textures? 3D Modeling and Texturing gives you the required tools and knowledge to shape, sculpt and shade three-dimensional objects for digital environments.
This course focuses on the basic concepts related to 3D modeling: The asset pipeline, mesh modeling, digital sculpting, retopology, UV unwrapping, seamless texturing, texture painting, texture baking, shader design, import-export to game engine, and game engine graphics related features and settings.
Learning materials and recommended literature
This field describes the public learning material that is required for passing the course.
Learning material:
- Teacher's written materials
- Lecture materials (Slides and in the learning environment)
- Databases (in the learning environment)
- Materials related to implemantation (in the learning environment)
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube (or the course database)
Practicalities and used tools:
- A Version Control System (VCS) compatible with the game engine (e.g. Git, GitHub as the location)
- A game engine (e.g. Unity / Unreal Engine / Godot...)
- Integrated Development Environment (IDE) related to the game engine (e.g. Visual Studio / JetBrains...)
- A programming language related to the game engine (e.g. C# / C++...)
- 3D modelling and animation software (e.g. Blender)
Some tool related public learning materials:
- Blender Documentation Team. (2024). Blender manual [Documentation website]. https://docs.blender.org/manual/en/latest/
- Unity Technologies. (2024a). Unity - Manual [Documentation website]. https://docs.unity3d.com/Manual/index.html
- Unity Technologies. (2024b). Unity - Scripting API [Application Programming Interface website]. https://docs.unity3d.com/ScriptReference/index.html
- Unity Technologies. (2024c). Unity Graphics manual [Documentation website]. https://docs.unity3d.com/Manual/Graphics.html
Teaching methods
This field describes the methods of teaching and learning used in the implementation and how student guidance will be arranged.
A blended model:
The primary mode of delivery is a combination of activities in-class on campus, and in specific cases on-line.
However, if the COVID-19 or other similar situation requires the learning will be supported by on-line activities.
The activities will deepen the learning in the following possible ways:
- Theoretical lectures and testing
- Individual and possible group work (implementation)
- Individual and possible group exercises, learning tasks (assignments) and reflection
- Guidance in the form of guided demos and end result reviews (also help with challenges)
The course activities can also contain:
- Project-based learning
- Flipped learning (learning about the topic before theory lectures)
- Knowledge tests
- Topic specific focus teaching
- Topic specific research
- Database use for challenges/problems/tutorials (problem based learning)
Participation to possible on-line activities:
- Zoom is used for on-line activities
- Requires a working webcam, headphones and microphone
- If one or more of the following are missing, the participation can be declined
Artificial intelligence (AI) usage:
- The use of AI and AI-assisted tools is permitted and recommended
- Pure copying (plagiarism) is still prohibited and will result in appropriate penalties
Official communication channels:
- Teams (primary) and email
- Course news (forum)
- DiscordApp / WhatsApp / other comms are prohibited from the faculty members
- The sessions can be recorded and the links added to the workspace (recording permission will always be requested from the participants beforehand)
Practical training and working life connections
This field describes connections to working life and practical training.
The course might have visiting lecturers (game industry experts), and possibly an excursion (virtual or physical).
The possible course project will mimic real-life project experiences.
Exam dates and retake possibilities
This field indicates the date and time of the actual exam and all retake opportunities.
There will be no exam on this course!
- Every student reserves a 30 min evaluation slot, where they will show their end results (portfolio) to verify the skills and knowledge required to pass the course
- The evaluation will be carried out with 1-on-1 evaluation conversations together with the course teacher(s)
- The reservation of the evaluation slots will be made possible through the learning platform
The date and time of the evaluation:
- From mid December to January
- Exact dates and the chances to retakes are announced during the course
Alternative completion methods
This field describes the alternative completion methods for the course.
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in the following ways:
- Accreditation of higher education studies (replacement or inclusion)
- Recognition of informal learning
More precise info:
- JAMK Degree Regulations, section 17
- https://www.jamk.fi/en/for-students/degree-student/recognition-of-prior-learning-and-experience
Student workload
This section describes the learning assignments and the time needed for completing them and the student’s other scheduling.
The workload of 5 credits is 135 hours. The load is distributed the following way:
- 55 hours of guided in-class activities
- 80 hours of independent work
This is roughly the following hour amounts:
~55 hours: In-class activities (Lectures, testing and implementation in demo)
~35 hours: Tasks (weekly and other), module assignments, and preparing for lectures
~30 hours: End product work
~15 hours: Portfolio preparations (for evaluation purposes)
Content scheduling
This section describes the scheduling of the course. Meaning what happens every week (rhythm, timing, weekly tasks, mandatory parts of the implementation)?
The course consists of 5 modules:
- Modules are 3-5 weeks long
- Every module is mandatory and has weekly in-class activities and independent work
- At the end of each module, there is a mandatory module assignment that checks the student's progress and module-related understanding and skills
- Detailed module contents will be available in the learning environment
The course starts with a 3 week long module. The module focuses on the course introduction, setting up the tools and environments as well as taking the first dive into the course topic. By the end to the 1st module every student must have fill the following criteria:
- Participated to all of the course in-class activities (marked participation)
- Returned the module assignment that has been accepted
- If 1 or more of the criteria is not filled, the student will be considered as inactive / withdrawn from the course (according to Jamk course resource requirements)
Weekly scheduling:
~4 hours per week for mandatory in-class activities (theory, testing, and implementation in demo) -> Possibly in 2 separate sessions
~4-6 hours per week of independent work relating to the tasks (weekly and other), module assignments, preparing for the lectures, and end product work (everything should further the student's end product)
This means that you should reserve ~8-10 hours of working time every week for this course!
The course also expects every student to have an end product to show by the end of the course:
- The end product demonstrates the student's understanding and skills related to the topics of the course
- The course ends with a final end result presentations in December
Further information for students
Avoin amk 5
Edufutura 5
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge of 3D. You know the concepts of mesh modeling, unwrapping and texturing and understand what they mean. You can be productive in a limited role as an artist.
Satisfactory (2): You understand the basic process of modeling and texturing. You have a comprehension of the different stages of asset workflow. You understand the role of a 3D artist in asset pipeline. You can produce simple game assets into the game engine.
Evaluation criteria, good (3-4)
Good (3): You understand the concepts of 3D modeling and can apply the gained knowledge in a real-life development project. You can apply the skills and knowledge to optimize models and fix most common errors. You can distinguish different art styles from each other. You can produce ready simple game assets into the game engine.
Very good (4): You understand the concepts of 3D thoroughly and you will be able to analyze existing models in detail. You can produce ready complex game assets into the game engine. You can alter your workflows to achieve better results more quickly. You can be productive in a role as an artist.
Evaluation criteria, excellent (5)
Excellent (5): You understand the concepts of 3D thoroughly and you will be able to analyze existing models critically. You can analytically discuss about the visual style and present and defend (based on knowledge and evidence) your opinions. You can point out details about the tools and optimization methods used in the creation of an asset. You can question the presented information and give valid options. You can produce ready high quality game assets into the game engine. You can evaluate the efficiency of different workflows and select the correct one for the task at hand. You have done cooperation with other game developer(s) in your project(s).
Prerequisites
Before attending the student must have adequate knowledge of any raster image editor, such as Adobe Photoshop, Affinity Photo, GIMP or Krita. (For texturing purposes)
Previous knowledge of game engine basics and other related tools is useful. No previous 3D modeling experience prequisites
Further information
This course is focused for the degree students but it can be included in various study modules (like diplomas or any other life-long-learning modules).
Enrollment
01.08.2023 - 24.08.2023
Timing
28.08.2023 - 19.12.2023
Number of ECTS credits allocated
5 op
Virtual portion
2 op
Mode of delivery
60 % Face-to-face, 40 % Online learning
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
20 - 41
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Risto Koskenkorva
- Sameli Rinta-Hirvelä
Groups
-
HTG22S1Bachelor's Degree Programme in Business Information Technology
-
ZJA23SIAvoin amk, tiko
Objectives
Objectives (goals):
The student who completes the course understands the fundamentals of mesh modelling and texturing. The student can determine the technical requirements for a certain asset and apply modelling techniques and parameters accordingly. The student can distinguish different art styles and produce content based on their guidelines.
The student learns to use the 3D software package and built-in tools to manipulate and generate geometry. The student is able to apply external textures onto UV unwrapped models.
Learning outcomes:
After completing this course, you are prepared to work as 3D artist and produce digital content for a multitude of applications.
Course competences
Cross-disciplinary competence in games
Game production competence
Content
Are eyecatching visuals your thing?
Do you wish to build stylized characters, construct photorealistic landscapes or design appealing textures? 3D Modeling and Texturing gives you the required tools and knowledge to shape, sculpt and shade three-dimensional objects for digital environments.
This course focuses on the basic concepts related to 3D modeling: The asset pipeline, mesh modeling, digital sculpting, retopology, UV unwrapping, seamless texturing, texture painting, texture baking, shader design, import-export to game engine, and game engine graphics related features and settings.
Learning materials and recommended literature
Public learning material:
- Unity manual: https://docs.unity3d.com/Manual/index.html
- Blender manual: https://docs.blender.org/manual/en/latest/
Other learning material:
- Databases in the learning environment
- Materials in the learning environment
Practicalities and used tools:
- Blender 3D as the 3D modeling application
- Unity (or Unreal Engine) as the Game Engine
- Git as the Version Control System (GitHub as the location)
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube
- Zoom is used for lectures
- Teams / other comms is used for questions, answers and discussions
- All the sessions are recorded and the links are added to the learning environment
Teaching methods
The primary mode of delivery is a combination of in-class activities on campus and on-line lectures. The lectures will be recorded to support opportunities for 24/7 learning. The in-class activities deepen the learning in the forms of tutorials, individual and group works, reflection and guidance. However, if the COVID-19 situation requires the learning will be supported by on-line tutorials.
A blended model:
- The course can also contain project based learning, learning tasks, knowledge tests, topic specific focus teaching, database use for challenges/problems/tutorials (problem based learning)
Practical training and working life connections
The course might have visiting lecturers and possibly an excursion (virtual or physical).
Exam dates and retake possibilities
There is no exam on this course. Every student reserves a 30 min evaluation slot where they will show the task and project results (portfolio) to verify the skills and knowledge required to pass the course. The evaluation will be carried out with 1-on-1 conversations together with the course teacher. The reservation of the evaluation slots will be made possible through the learning platform.
During the last 2 weeks after classes will be reserved for the 1-on-1 evaluations.
Alternative completion methods
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: JAMK Degree Regulations, section 17.
Student workload
One credit corresponds to an average of 27 hours of work, which means that the load of five credits is approximately 135 hours. The load is distributed roughly the following way:
- Lectures: ~26h
- In-class activities: ~26h
- Tasks (weekly and other), module projects and lecture preparations: ~53h
- End task / portfolio preparations: ~30h
Content scheduling
General scheduling - 75% compulsory participation:
- 2 hours per week for mandatory lectures (virtual)
- 2 hours per week for mandatory in-class activities (demo lectures)
Further information for students
Avoin amk 2
EduFutura 3
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge of 3D. You know the concepts of mesh modeling, unwrapping and texturing and understand what they mean. You can be productive in a limited role as an artist.
Satisfactory (2): You understand the basic process of modeling and texturing. You have a comprehension of the different stages of asset workflow. You understand the role of a 3D artist in asset pipeline. You can produce simple game assets into the game engine.
Evaluation criteria, good (3-4)
Good (3): You understand the concepts of 3D modeling and can apply the gained knowledge in a real-life development project. You can apply the skills and knowledge to optimize models and fix most common errors. You can distinguish different art styles from each other. You can produce ready simple game assets into the game engine.
Very good (4): You understand the concepts of 3D thoroughly and you will be able to analyze existing models in detail. You can produce ready complex game assets into the game engine. You can alter your workflows to achieve better results more quickly. You can be productive in a role as an artist.
Evaluation criteria, excellent (5)
Excellent (5): You understand the concepts of 3D thoroughly and you will be able to analyze existing models critically. You can analytically discuss about the visual style and present and defend (based on knowledge and evidence) your opinions. You can point out details about the tools and optimization methods used in the creation of an asset. You can question the presented information and give valid options. You can produce ready high quality game assets into the game engine. You can evaluate the efficiency of different workflows and select the correct one for the task at hand. You have done cooperation with other game developer(s) in your project(s).
Prerequisites
Before attending the student must have adequate knowledge of any raster image editor, such as Adobe Photoshop, Affinity Photo, GIMP or Krita. (For texturing purposes)
Previous knowledge of game engine basics and other related tools is useful. No previous 3D modeling experience prequisites
Further information
This course is focused for the degree students but it can be included in various study modules (like diplomas or any other life-long-learning modules).
Enrollment
01.08.2022 - 25.08.2022
Timing
29.08.2022 - 21.12.2022
Number of ECTS credits allocated
5 op
Virtual portion
2 op
Mode of delivery
60 % Face-to-face, 40 % Online learning
Unit
School of Business
Campus
Main Campus
Teaching languages
- English
Seats
0 - 41
Degree programmes
- Bachelor's Degree Programme in Business Information Technology
Teachers
- Risto Koskenkorva
- Sameli Rinta-Hirvelä
Groups
-
ZJK22SIKorkeakoulujen välinen yhteistyö, TIKO
-
HTG21S1Bachelor's Degree Programme in Business Information Technology
-
ZJA22SIAvoin AMK, tiko
Objectives
Objectives (goals):
The student who completes the course understands the fundamentals of mesh modelling and texturing. The student can determine the technical requirements for a certain asset and apply modelling techniques and parameters accordingly. The student can distinguish different art styles and produce content based on their guidelines.
The student learns to use the 3D software package and built-in tools to manipulate and generate geometry. The student is able to apply external textures onto UV unwrapped models.
Learning outcomes:
After completing this course, you are prepared to work as 3D artist and produce digital content for a multitude of applications.
Course competences
Cross-disciplinary competence in games
Game production competence
Content
Are eyecatching visuals your thing?
Do you wish to build stylized characters, construct photorealistic landscapes or design appealing textures? 3D Modeling and Texturing gives you the required tools and knowledge to shape, sculpt and shade three-dimensional objects for digital environments.
This course focuses on the basic concepts related to 3D modeling: The asset pipeline, mesh modeling, digital sculpting, retopology, UV unwrapping, seamless texturing, texture painting, texture baking, shader design, import-export to game engine, and game engine graphics related features and settings.
Learning materials and recommended literature
Public learning material:
- Blender manual: https://docs.blender.org/manual/en/latest/
- Unity Graphics manual: https://docs.unity3d.com/Manual/Graphics.html
- Unity manual: https://docs.unity3d.com/Manual/index.html
Other learning material:
- Databases in the learning environment
- Materials in the learning environment
Practicalities and used tools:
- Blender 3D as the 3D modeling application
- Unity (or Unreal Engine) as the Game Engine
- GitHub as the Version Control System
- Extra reading materials can be found from the web and Books24x7
- Tutorial materials can be found from the web and YouTube
- Zoom is used for lectures
- Teams and email are used for official communication
- DiscordApp / WhatsApp / other comms are used for questions, answers and discussions
- All the sessions are recorded and the links are added to the learning environment
Teaching methods
The primary mode of delivery is a combination of in-class activities on campus and on-line lectures. The lectures will be recorded to support opportunities for 24/7 learning. The in-class activities deepen the learning in the forms of tutorials, individual and group works, reflection and guidance. However, if the COVID-19 or other similar situation requires the learning will be supported by on-line tutorials and activities.
A blended model:
- The course can also contain project based learning, learning tasks, knowledge tests, topic specific focus teaching, database use for challenges/problems/tutorials (problem based learning)
Practical training and working life connections
The course might have visiting lecturers and possibly an excursion (virtual or physical).
Exam dates and retake possibilities
There is no exam on this course. Every student reserves a 30 min evaluation slot where they will show the task and project results (portfolio) to verify the skills and knowledge required to pass the course. The evaluation will be carried out with 1-on-1 conversations together with the course teacher. The reservation of the evaluation slots will be made possible through the learning platform.
During the last 2-3 weeks after classes will be reserved for the 1-on-1 evaluations. Students can use this time to make games in voluntary game projects.
Alternative completion methods
You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.
The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: JAMK Degree Regulations, section 17.
Student workload
One credit corresponds to an average of 27 hours of work, which means that the load of five credits is approximately 135 hours. The load is distributed roughly the following way:
- Lectures: ~26h
- In-class activities (demos): ~23h
- Weekly tasks: ~36h
- Projects and preparing for lectures: ~40h
- End task / portfolio: ~10h
Content scheduling
General scheduling:
- 2 hours per week for lectures (virtual)
- 1,75 hours per week for in-class activities
Further information for students
EduFutura 5
Evaluation scale
0-5
Evaluation criteria, satisfactory (1-2)
Sufficient (1): You have basic knowledge of 3D. You know the concepts of mesh modeling, unwrapping and texturing and understand what they mean. You can be productive in a limited role as an artist.
Satisfactory (2): You understand the basic process of modeling and texturing. You have a comprehension of the different stages of asset workflow. You understand the role of a 3D artist in asset pipeline. You can produce simple game assets into the game engine.
Evaluation criteria, good (3-4)
Good (3): You understand the concepts of 3D modeling and can apply the gained knowledge in a real-life development project. You can apply the skills and knowledge to optimize models and fix most common errors. You can distinguish different art styles from each other. You can produce ready simple game assets into the game engine.
Very good (4): You understand the concepts of 3D thoroughly and you will be able to analyze existing models in detail. You can produce ready complex game assets into the game engine. You can alter your workflows to achieve better results more quickly. You can be productive in a role as an artist.
Evaluation criteria, excellent (5)
Excellent (5): You understand the concepts of 3D thoroughly and you will be able to analyze existing models critically. You can analytically discuss about the visual style and present and defend (based on knowledge and evidence) your opinions. You can point out details about the tools and optimization methods used in the creation of an asset. You can question the presented information and give valid options. You can produce ready high quality game assets into the game engine. You can evaluate the efficiency of different workflows and select the correct one for the task at hand. You have done cooperation with other game developer(s) in your project(s).
Prerequisites
Before attending the student must have adequate knowledge of any raster image editor, such as Adobe Photoshop, Affinity Photo, GIMP or Krita. (For texturing purposes)
Previous knowledge of game engine basics and other related tools is useful. No previous 3D modeling experience prequisites
Further information
This course is focused for the degree students but it can be included in various study modules (like diplomas or any other life-long-learning modules).