3D Modeling and Texturing (5 cr)
Code: HTGP0240-3002
General information
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
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.
Oppimateriaali ja suositeltava kirjallisuus
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)
Employer connections
The course might have visiting lecturers and possibly an excursion (virtual or physical).
Exam schedules
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.
Vaihtoehtoiset suoritustavat
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
EduFutura 5
Evaluation scale
0-5
Arviointikriteerit, tyydyttävä (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.
Arviointikriteerit, hyvä (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.
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).
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
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).