GAME 192: Game Modeling & Texturing
Citrus College Course Outline of Record
Heading | Value |
---|---|
Effective Term: | Fall 2023 |
Credits: | 3 |
Total Contact Hours: | 108 |
Lecture Hours : | 36 |
Lab Hours: | 72 |
Hours Arranged: | 0 |
Outside of Class Hours: | 72 |
Total Student Learning Hours: | 180 |
Prerequisite: | GAME 190 and GAME 191. |
Strongly Recommended: | ART 150. |
District General Education: | C1. Arts |
Transferable to CSU: | Yes |
Transferable to UC: | No |
Grading Method: | Standard Letter |
Catalog Course Description
An intermediate 3D modeling class focusing on low poly modeling and texture mapping for games. Topics include the basics of lighting an object, advanced Photoshop skills and presentation skills. This class will also take a look at emerging technologies that address texturing for game art. 36 lecture hours, 72 lab hours.
Course Objectives
- Apply the fundamental concepts of Poly Modeling for Game Simulation to create 3D models.
- Apply methods for UV unwrapping 3D props, vehicles, environments, and characters for use in Game Simulation and Animation.
- Classify the fundamental components and attributes of a tri/quad mesh or spline.
- Apply the understanding of proper topology and understand polygon count limitations and how it applies to game engines
Major Course Content
- Three-Dimensional Space
- Coordinate Systems
- Global
- Local
- Polar
- Surface Coordinates
- Relative
- Absolute
- File Structure
- Save Scene Type
- Project Folder Set Up
- Import & Export
- File Types
- Saving
- MB (Maya Binary)
- MA (Maya ASCII)
- Importing
- OBJ
- EPS
- FBX
- STL
- Audio
- Exporting
- OBJ
- EPS
- FBX
- STL
- DAE FBX Export
- Maya IFF
- Saving
- Material Maps & Shaders
- Maps
- Diffuse Maps
- Normal Maps
- Opacity/Alpha Maps
- Specular Maps
- Shaders
- PBS (Physically Based Shaders
- Procedural Shaders
- Maps
- Render Systems
- Maya Software Renderer
- Maya Hardware Renderer
- Maya Vector
- Arnold Renderer
Lab Content
Practicum Intermediate Modeling
- Mesh Tools
- Booleans
- Union
- Difference
- Intersection
- Booleans
- Edit Mesh
- Collapse
- Detach
- Chamfer Vertices
- Face Duplicate
- Extract Face
- Poke
- Mesh Tools
- Offset Edge Loops
- Quad Draw Slide Edge
Practicum NURBS Modeling
- Curves Tools
- CV Curve Tools
- EP Curves
- Bezier Curve Tool
- Pencil Curve Tool
- Surfaces Tools
- Loft
- Planar
- Revolve
- Insert Isoprom
- Attach
- Stitch
- Detach
Practicum UV's
- UV mapping
- UV Coordinates
- Cut and Sew UV's
- UV Sets
- Unfold
- Pelt Unwrapping UV
- Unwrapping Surfaces
- Relax Vertices
- Normalize UV Sets
- Smooth UV Sets
- Maximize Texture Space
Practicum Cameras
- Camera Types
- Orthographic Cameras
- Front
- Side
- Top
- Bottom
- Back
- Perspective Camera
- Orthographic Cameras
- Camera Tools
- Tumble Tool
- Dolly Tool
- Zoom Tool
- Tract Tool
- 2D Pan/Zoom Tool
- Roll Tool
- Camera Control
- Angle of View
- Focal Length
- Near Clip Plane
- Far Clip Plane
- Camera Aperture
- Film Aspect Ratio
Practicum Basic Lighting Controls
- Type
- Spot
- Ambient
- Area
- Directional
- Sky Dome Light
- Controls
- Type
- Color
- Intensity
- Decay Rate
- Cone Angle
- Penumbra Angle
- Drop Off
- Shadow Controls
- Shadow Color
- Depth Map
- Resolution
- Filter Size
- Bias
- Fog Shadow Intensity
- Raytraced
- Light radius
- Shadow Rays
- Ray Depth limit
Suggested Reading Other Than Required Textbook
Online resources and techniques for Maya, Z Brush, Substance Painter/Designer, other online research techniques
Examples of Required Writing Assignments
1 to 2 page paper on stylizing textures for game art.
Examples of Outside Assignments
Create low poly game art model, unwrap UV's, create original texture and apply to model
Instruction Type(s)
Lab, Lecture
IGETC Area 3: Arts and Humanities
3A. Fine Arts