GAME 193: Advanced Environment and Vehicle Modeling
Citrus College Course Outline of Record
Heading | Value |
---|---|
Effective Term: | Fall 2024 |
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: | Yes - Approved |
Grading Method: | Standard Letter |
Catalog Course Description
A comprehensive study of game industry modeling techniques for both hard surface and organic models. Advanced 3D modeling techniques in creating environment and vehicle models with specific limitations on tri/poly count. Topics include Polygonal modeling tools, Subdivision Surface tools, and NURBS (Non Uniform Rational B Splines) modeling tool sets. An introduction to background design and layout as well as shot planning and composition as it applies to storytelling in a game/simulation environment with a focus on creating architectural interiors and exteriors representing houses, buildings and entire worlds contained under a roof. 36 lecture hours, 72 lab hours.
Course Objectives
- Understand Strategies and uses of Polygonal Modeling.
- Ability to Identify and properly use Polygonal Components (Vertex Points, Edges, Faces).
- Create Photo-realistic and stylized 3D Models for use in Game Engine or Animations.
- Analyze and use industry standard techniques used in Game Modeling and Animation.
- Apply Textures and basic lighting to render and output files for portfolio.
Major Course Content
- Advanced N.U.R.B.S. (Non Uniform Rational B-Splines) Modeling
- Birail
- Extrude
- Stich
- Surface Fillet
- Rebuild
- Reverse Direction
- Curves
- Bend
- Curl
- Smooth
- Rebuild
- Reverse Direction
- Advanced Modeling Tools
- Mesh
- Retopologize
- Quadrangulate
- Transfer Attributes
- Clean Up (Optimize Mesh)
- Edit mesh
- Average Vertices
- Delete Edge/Vertices
- Circularize
- Project Curve on Mesh
- Mesh Tools
- Crease Tool
- Create polygon
- Make Hole
- Mesh Display
- Harden Edge
- Soften Edge
- Reverse Normals
- Set to face
- Lock/Unlock Normals
- Advanced Deformers
- Cluster
- Proximity Wrap
- Mesh
- Modify Commands
- Reset Transformation
- Freeze Transformation
- Center Pivot
- Bake Pivot
- Attributes
- Add Attributes
- Edit Attributes
- Delete Attributes
- Select Tools
- Select All
- Inverse Selection
- Select Similar
Lab Content
Practicum Duplicate Special Options
- Translate
- X Coordinate
- Y Coordinate
- Z Coordinate
- Rotate
- X Coordinate
- Y Coordinate
- Z Coordinate
- Scale
- X Coordinate
- Y Coordinate
- Z Coordinate
- Geometry
- Copy
- Instance
- World
- New Group
Practicum Display
- Grid
- Heads Up
- Polygon Count
- Origin Axis
- Symmetry
- object Details
- View Axis
- Polygons
- Backface Culling
- Vertices
- UV's
- Face Normals
- Vertex Normals
- Face Centers
Practicum Create Primitive
- N.U.R.B.S.
- Sphere
- Cube
- Cylinder
- Cone
- Plane
- Torus
- Polygon
- Simple Primitives
- Sphere
- Cube
- Cylinder
- Cone
- Plane
- Torus
- Advanced Primitives
- Pipe
- Helix
- Gear
- Pyramid
- Simple Primitives
Practicum Advanced Polygon Modeling
- Extrude
- Combine
- Separate
- Bevel
- Bridge
- Add Division
- Multicut Tool
- Retopology Tools
- Extrude
- Create Polygon
- Append Polygon
- Face Extrusion
- Edge Extrusion
- Quad Draw
- Connect
- Extrude
Practicum Poly Inputs
- Size
- With
- Height
- Depth
- Radius
- Inner Radius
- Division
- Subdivision Width
- Subdivision Height
- Subdivision depth
Practicum Arnold Rendering System
- Lights
- Area Light
- Skydome Light
- Mesh Light
- Photometric Light
- Light Portal
- Physical Sky
- Material Shaders
- Volume Shaders
Suggested Reading Other Than Required Textbook
Online resources for Maya and Z Brush software systems, other online research
Examples of Required Writing Assignments
1 to 2 page paper on difference between polygon modeling and N.U.R.B.S. modeling.
Examples of Outside Assignments
Create hard surface and organic assets to put in game engine
Instruction Type(s)
Lab, Lecture
IGETC Area 3: Arts and Humanities
3A. Fine Arts