Basics of 3D Modeling for Game ArtistsLaajuus (5 cr)
Code: IM00DS70
Credits
5 op
Objectives
Students can describe the toolset and can use 3D modelling and texturing for creating 3D models for games. They can explain how to work as an 3D artist in a game project. They know the basic theory and language for 3D modelling, render engines and shaders, allowing them to communicate with programmers in a game project. They can justify the importance of a portfolio for an artist.
Content
Basics of theory and terminology on 3D modeling, texturing and lighting. Different tools and techniques and basics of using the given tools. Different modelling techniques and how to utilize them in different scenarios. Basic topology principles and differences in real time and rendered graphics. UV mapping and texturing models. Exporting models to game engines.
Prerequisites
None
Assessment criteria, satisfactory (1-2)
The student can describe the essential theory and terminology around 3D-modeling.
The student can describe the variety of used tools and pipelines for 3D modeling.
The student can describe the importance of a Portfolio.
Assessment criteria, good (3-4)
The student can create 3D models based on 2D-reference images and artwork.
The student can use common 3D-modeling techniques.
The student can create 3D models with UV coordinates and textures.
Assessment criteria, excellent (5)
The student can apply learned skills for creating optimized models for game engines.
The student can justify the importance of good topology in models.
The student can describe shaders and render techniques.
Further information
For Games Academy students
Enrolment period
01.12.2024 - 19.01.2025
Timing
01.01.2025 - 31.05.2025
Credits
5 op
Virtual portion
5 op
RDI portion
3 op
Mode of delivery
Online learning
Unit
Business Information Systems
Campus
TAMK Mediapolis
Teaching languages
- English
Seats
15 - 30
Degree programmes
- Degree Programme in Business Information Systems
- Bachelor's Degree Programme in Media and Arts
Teachers
- Antti Perälä
- Tuomo Joronen
Person in charge
Antti Perälä
Groups
-
22MEDIAART
-
21MEDIAART
-
23MEDIAARTDegree Programme in Media and Arts
-
23TIKOGAME
Objectives (course unit)
Students can describe the toolset and can use 3D modelling and texturing for creating 3D models for games. They can explain how to work as an 3D artist in a game project. They know the basic theory and language for 3D modelling, render engines and shaders, allowing them to communicate with programmers in a game project. They can justify the importance of a portfolio for an artist.
Content (course unit)
Basics of theory and terminology on 3D modeling, texturing and lighting. Different tools and techniques and basics of using the given tools. Different modelling techniques and how to utilize them in different scenarios. Basic topology principles and differences in real time and rendered graphics. UV mapping and texturing models. Exporting models to game engines.
Prerequisites (course unit)
None
Further information (course unit)
For Games Academy students
Assessment criteria, satisfactory (1-2) (course unit)
The student can describe the essential theory and terminology around 3D-modeling.
The student can describe the variety of used tools and pipelines for 3D modeling.
The student can describe the importance of a Portfolio.
Assessment criteria, good (3-4) (course unit)
The student can create 3D models based on 2D-reference images and artwork.
The student can use common 3D-modeling techniques.
The student can create 3D models with UV coordinates and textures.
Assessment criteria, excellent (5) (course unit)
The student can apply learned skills for creating optimized models for game engines.
The student can justify the importance of good topology in models.
The student can describe shaders and render techniques.
Location and time
Mediapolis & Zoom
Assessment methods and criteria
Exam + independent task
Assessment scale
0-5
Teaching methods
Online lectures and independent exercises
Learning materials
Digital resources
Student workload
5 x 27 h
Assessment criteria - satisfactory (1-2) (Not in use, Look at the Assessment criteria above)
1 = approved; more than half of the required work performed; some misunderstandings in rendering the tasks; attendance level low; little to no interactivity between peers and teacher(s)
2 = satisfactory; more than half of the required work succesfully performed; quality of work below average; attendance level low or average; some interactivity between peers and teacher(s)
Assessment criteria - good (3-4) (Not in use, Look at the Assessment criteria above)
3 = good; all course work performed; quality of work decent; attendance level good; some interactivity between peers and teacher(s)
4 = very good; all work performed and submitted correctly in due time; quality of work good; attendance level good; a lot of good quality interactivity between peers and teacher(s).
Assessment criteria - excellent (5) (Not in use, Look at the Assessment criteria above)
5 = excellent; all work performed in an outstanding way and submitted on schedule; high attendance; a lot of high quality interactivity between peers and teacher(s).
Enrolment period
01.12.2023 - 18.01.2024
Timing
11.01.2024 - 28.05.2024
Credits
5 op
Virtual portion
5 op
RDI portion
3 op
Mode of delivery
Online learning
Unit
Media and Arts
Campus
TAMK Mediapolis
Teaching languages
- English
Seats
15 - 30
Degree programmes
- Degree Programme in Business Information Systems
- Bachelor's Degree Programme in Media and Arts
Teachers
- Antti Perälä
- Tuomo Joronen
Person in charge
Antti Perälä
Groups
-
22MEDIAART
-
20MEDIAART
-
21MEDIAART
-
22TIKOGAME
Objectives (course unit)
Students can describe the toolset and can use 3D modelling and texturing for creating 3D models for games. They can explain how to work as an 3D artist in a game project. They know the basic theory and language for 3D modelling, render engines and shaders, allowing them to communicate with programmers in a game project. They can justify the importance of a portfolio for an artist.
Content (course unit)
Basics of theory and terminology on 3D modeling, texturing and lighting. Different tools and techniques and basics of using the given tools. Different modelling techniques and how to utilize them in different scenarios. Basic topology principles and differences in real time and rendered graphics. UV mapping and texturing models. Exporting models to game engines.
Prerequisites (course unit)
None
Further information (course unit)
For Games Academy students
Assessment criteria, satisfactory (1-2) (course unit)
The student can describe the essential theory and terminology around 3D-modeling.
The student can describe the variety of used tools and pipelines for 3D modeling.
The student can describe the importance of a Portfolio.
Assessment criteria, good (3-4) (course unit)
The student can create 3D models based on 2D-reference images and artwork.
The student can use common 3D-modeling techniques.
The student can create 3D models with UV coordinates and textures.
Assessment criteria, excellent (5) (course unit)
The student can apply learned skills for creating optimized models for game engines.
The student can justify the importance of good topology in models.
The student can describe shaders and render techniques.
Location and time
Mediapolis & Zoom
Assessment methods and criteria
Exam + independent task
Assessment scale
0-5
Teaching methods
Online lectures and independent exercises
Learning materials
Digital resources
Student workload
5 x 27 h
Assessment criteria - fail (0) (Not in use, Look at the Assessment criteria above)
0 = not approved; less than half of the required work performed; clear misunderstandings in rendering the tasks; attendance level low; little to no interactivity between peers and teacher(s)
Assessment criteria - satisfactory (1-2) (Not in use, Look at the Assessment criteria above)
1 = approved; more than half of the required work performed; some misunderstandings in rendering the tasks; attendance level low; little to no interactivity between peers and teacher(s)
2 = satisfactory; more than half of the required work succesfully performed; quality of work below average; attendance level low or average; some interactivity between peers and teacher(s)
Assessment criteria - good (3-4) (Not in use, Look at the Assessment criteria above)
3 = good; all course work performed; quality of work decent; attendance level good; some interactivity between peers and teacher(s)
4 = very good; all work performed and submitted correctly in due time; quality of work good; attendance level good; a lot of good quality interactivity between peers and teacher(s).
Assessment criteria - excellent (5) (Not in use, Look at the Assessment criteria above)
5 = excellent; all work performed in an outstanding way and submitted on schedule; high attendance; a lot of high quality interactivity between peers and teacher(s).
Enrolment period
01.12.2022 - 18.01.2023
Timing
11.01.2023 - 01.04.2023
Credits
5 op
Virtual portion
5 op
RDI portion
3 op
Mode of delivery
Online learning
Unit
Media and Arts
Campus
TAMK Mediapolis
Teaching languages
- English
Seats
15 - 30
Degree programmes
- Degree Programme in Business Information Systems
- Bachelor's Degree Programme in Media and Arts
Teachers
- Antti Perälä
- Tuomo Joronen
Person in charge
Antti Perälä
Groups
-
20MEDIAART
-
21MEDIAART
-
21TIKOGAME
Objectives (course unit)
Students can describe the toolset and can use 3D modelling and texturing for creating 3D models for games. They can explain how to work as an 3D artist in a game project. They know the basic theory and language for 3D modelling, render engines and shaders, allowing them to communicate with programmers in a game project. They can justify the importance of a portfolio for an artist.
Content (course unit)
Basics of theory and terminology on 3D modeling, texturing and lighting. Different tools and techniques and basics of using the given tools. Different modelling techniques and how to utilize them in different scenarios. Basic topology principles and differences in real time and rendered graphics. UV mapping and texturing models. Exporting models to game engines.
Prerequisites (course unit)
None
Further information (course unit)
For Games Academy students
Assessment criteria, satisfactory (1-2) (course unit)
The student can describe the essential theory and terminology around 3D-modeling.
The student can describe the variety of used tools and pipelines for 3D modeling.
The student can describe the importance of a Portfolio.
Assessment criteria, good (3-4) (course unit)
The student can create 3D models based on 2D-reference images and artwork.
The student can use common 3D-modeling techniques.
The student can create 3D models with UV coordinates and textures.
Assessment criteria, excellent (5) (course unit)
The student can apply learned skills for creating optimized models for game engines.
The student can justify the importance of good topology in models.
The student can describe shaders and render techniques.
Location and time
Mediapolis & Zoom
Assessment methods and criteria
Exam + independent task
Assessment scale
0-5
Teaching methods
Online lectures and independent exercises
Learning materials
Digital resources
Student workload
5 x 27 h
Assessment criteria - satisfactory (1-2) (Not in use, Look at the Assessment criteria above)
1 = approved; more than half of the required work performed; some misunderstandings in rendering the tasks; attendance level low; little to no interactivity between peers and teacher(s)
2 = satisfactory; more than half of the required work succesfully performed; quality of work below average; attendance level low or average; some interactivity between peers and teacher(s)
Assessment criteria - good (3-4) (Not in use, Look at the Assessment criteria above)
3 = good; all course work performed; quality of work decent; attendance level good; some interactivity between peers and teacher(s)
4 = very good; all work performed and submitted correctly in due time; quality of work good; attendance level good; a lot of good quality interactivity between peers and teacher(s).
Assessment criteria - excellent (5) (Not in use, Look at the Assessment criteria above)
5 = excellent; all work performed in an outstanding way and submitted on schedule; high attendance; a lot of high quality interactivity between peers and teacher(s).
Enrolment period
01.12.2021 - 18.01.2022
Timing
11.01.2022 - 02.05.2022
Credits
5 op
Virtual portion
5 op
RDI portion
3 op
Mode of delivery
Online learning
Unit
Media and Arts
Campus
TAMK Mediapolis
Teaching languages
- English
Seats
15 - 30
Degree programmes
- Degree Programme in Business Information Systems
- Bachelor's Degree Programme in Media and Arts
Teachers
- Antti Perälä
- Tuomo Joronen
Person in charge
Antti Perälä
Groups
-
19MEDIAART
-
20TIKOGAME
-
20MEDIAART
Objectives (course unit)
Students can describe the toolset and can use 3D modelling and texturing for creating 3D models for games. They can explain how to work as an 3D artist in a game project. They know the basic theory and language for 3D modelling, render engines and shaders, allowing them to communicate with programmers in a game project. They can justify the importance of a portfolio for an artist.
Content (course unit)
Basics of theory and terminology on 3D modeling, texturing and lighting. Different tools and techniques and basics of using the given tools. Different modelling techniques and how to utilize them in different scenarios. Basic topology principles and differences in real time and rendered graphics. UV mapping and texturing models. Exporting models to game engines.
Prerequisites (course unit)
None
Further information (course unit)
For Games Academy students
Assessment criteria, satisfactory (1-2) (course unit)
The student can describe the essential theory and terminology around 3D-modeling.
The student can describe the variety of used tools and pipelines for 3D modeling.
The student can describe the importance of a Portfolio.
Assessment criteria, good (3-4) (course unit)
The student can create 3D models based on 2D-reference images and artwork.
The student can use common 3D-modeling techniques.
The student can create 3D models with UV coordinates and textures.
Assessment criteria, excellent (5) (course unit)
The student can apply learned skills for creating optimized models for game engines.
The student can justify the importance of good topology in models.
The student can describe shaders and render techniques.
Location and time
Zoom
Assessment methods and criteria
Exam + independent task
Assessment scale
0-5
Teaching methods
Online lectures and independent exercises
Learning materials
Digital resources
Student workload
5 x 27 h
Assessment criteria - fail (0) (Not in use, Look at the Assessment criteria above)
0 = failed; less than half of the required work performed; several misunderstandings in rendering the tasks; attendance level low; little to no interactivity between peers and teacher(s)
Assessment criteria - satisfactory (1-2) (Not in use, Look at the Assessment criteria above)
1 = approved; more than half of the required work performed; some misunderstandings in rendering the tasks; attendance level low; little to no interactivity between peers and teacher(s)
2 = satisfactory; more than half of the required work succesfully performed; quality of work below average; attendance level low or average; some interactivity between peers and teacher(s)
Assessment criteria - good (3-4) (Not in use, Look at the Assessment criteria above)
3 = good; all course work performed; quality of work decent; attendance level good; some interactivity between peers and teacher(s)
4 = very good; all work performed and submitted correctly in due time; quality of work good; attendance level good; a lot of good quality interactivity between peers and teacher(s).
Assessment criteria - excellent (5) (Not in use, Look at the Assessment criteria above)
5 = excellent; all work performed in an outstanding way and submitted on schedule; high attendance; a lot of high quality interactivity between peers and teacher(s).