Design Seminar II
Keywords |
Classification |
Keyword |
CNAEF |
Design |
Instance: 2018/2019 - 2S
Cycles of Study/Courses
Teaching language
Suitable for English-speaking students
Objectives
The primary aim of this course unit is to provide students an introduction to the field of real time 3D graphics, working on organic modelling, mesh deform animation, texturing and shading, and interaction. This course is lectured regarding its role in current Communication Design practices regarding the concerns for production of real time 3D environments, such as simulations and video games.Learning outcomes and competences
Students will develop skills regarding conception and production for real time interactive 3D environments and characters, aimed at simulation applications and computer games. By the end of the semester, students will have accomplished a formal and introductory contact with real time and interactive 3D environments, being able to progress autonomously in this field of study.Working method
Presencial
Program
- Designing Characters and Assets for Computer Games and Simulations:
- Organic and Box Modelling;
- Texture Painting and UV Mapping;
- Digital Sculpting, Retopology, and Normal Maps.
- Creating and managing Short-term and Cyclic Animations:
- Rigging Characters and Objects;
- Mesh Deform Animation using Inverse Kinematics.
- Implementing the assets in the Game Engine:
- Managing the Polygon Budget;
- Shaders and Baking Techniques.
Mandatory literature
—; Blender 2.6 User Manual (At http://wiki.blender.org/index.php/Doc:2.6/Manual.)
Bastos, Pedro; Produção 3D com Blender de personagens bípedes, FCA, 2011. ISBN: 978-972-722-693-1
Flavell, Lance; Beginning Blender: Open Source 3D Modeling, Animations, and Game Design, APress, 2010. ISBN: 978-1-4302-3126-4
Solarski, Chris; Drawing basics and video game art: Classic to cutting-edge art techniques for winning video game design, Watson-Guptill, 2012. ISBN: 978-0-8230-9848-4
Totten, Chris; Game Character Creation with Blender and Unity, John Wiley & Sons, Inc., 2012. ISBN: 978-1-118-17272-8
Williams, Richard; The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators., Faber and Faber, 2001. ISBN: 978-0-86547-897-8 (1st ed. 2001; eBook/iOS app. 2013.)
Complementary Bibliography
—; Blender, Floss Manuals (At https://www.flossmanuals.net/blender/.)
—; Blender 3D: Noob to Pro, Wikibook (At http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro.)
Bacone, Victor Kuller; Blender Game Engine: Beginner's Guide, Packt Publishing Ltd., 2012. ISBN: 978-1-84951-702-7
Bastos, Pedro; Produção 3D com Blender - para arquitectura e personagens, FCA, 2010. ISBN: 978-972-722-652-8
Felinto, Dalai & Mike Pan; Game Development with Blender, Cengage Learning PTR, 2013. ISBN: 978-1-4354-5662-4
Simonds, Ben; Blender Master Class: A Hands-on Guide to Modeling, Sculpting, Materials, and Rendering, No Starch Press, 2013. ISBN: 978-1-59327-477-1
Wartmann, Carsten; Blender Game Kit 2nd Edition, 2011 (At http://wiki.blender.org/index.php/Doc:2.4/Books/Blender_Game_Kit_2nd_Edition.)
Teaching methods and learning activities
Presentation, analysis and discussion of relevant materials in order to establish a permanent discussion forum within the workgroup.
The classroom will be structured as a creative lab, as a space of experimentation and exploration, where students, individually and collectively, will develop projects in order to implement scientific contents and consolidate scientific and technical skills.Software
Blender (www.blender.org)
Unreal Engine (www.unrealengine.com)
Unity (www.unity3d.com)
Evaluation Type
Distributed evaluation without final exam
Assessment Components
Designation |
Weight (%) |
Participação presencial |
10,00 |
Trabalho laboratorial |
90,00 |
Total: |
100,00 |
Amount of time allocated to each course unit
Designation |
Time (hours) |
Elaboração de projeto |
31,50 |
Estudo autónomo |
30,00 |
Frequência das aulas |
30,00 |
Trabalho laboratorial |
30,00 |
Total: |
121,50 |
Eligibility for exams
Final grade equal or higher than 10.
Calculation formula of final grade
The final scores will be calculated from the mean average of every project evaluation, and its articulation with a qualitative evaluation of the students' contributions in class and all the remaining curricular activities: Exercise 1 (30%) + Exercise 2 (50%) + Continuous Assessment (20%).
The lack of attendance by more than 25% of classes will be cause for reprobation. Non delivered projects will be scored with a 0 (zero). Projects that are not duly monitored won't be evaluated. Projects delivered beyond the established deadlines will be penalized in its score by 20%.
Considering the strong expository methods this course unit employs, students can not be evaluated in a single moment, such as a written exam.Classification improvement
Only by attending the class the following year.