The aim of this course is to reinforce the students’ existing knowledge on 3D art and allow them to acquire the knowledge and techniques for the generation of environments and the hard surface modelling of props and establish workflows for the creation of advanced characters, using methodologies adapted to the current quality standards of AAA productions.
The exercises of the course are designed to instruct the students, adding to their learning curve, ensuring the knowledge and techniques enabling them to move up from the most basic environment generation techniques to the most advanced character creation processes.
By the end of the course the students will have acquired the knowledge and techniques required to participate in the real production of an AAA video game, understanding the workflows and processes involving 3D artists in the creation of a video game and their role throughout all the stages of the product development, touching on the areas of environment art and character creation.
Who is the course designed for?
The target student for this course is one who has a basic knowledge of 3D art.
The syllabus will involve a learning curve, but it is based on a level sufficient to move around the programs with ease. In spite of this premise, the teacher will resolve all the students’ queries to ensure that everyone acquires the same level of knowledge.
The teaching of the course is led by Marcos Nogué, Senior Character & Environment Artist (Ubisoft).
Marcos Nogué is passionate about research and the development of the merger between traditional sculpture techniques and technology by means of robotics and 3D scanning.
With 8 years’ experience as a 3D modeller, he has worked on internationally AAA video game prize-winners in the industry (E3, BAFTA, etc.) such as the Assassin’s Creed series and Tom Clancy’s Rainbow Six Siege, among others, making him one of the most prestigious experts among us.
The course syllabus is divided into the following parts:
– Environment syllabus:
Hard surface and industrial texturised modelling with substance
Textile tiling workflows
Texturising of recursive environments
Rocks and debris
Advanced baking techniques
Modelling of organic/hard surface vehicles
Modelling and texturising of plant elements
– Syllabus for the creation of characters:
Hair modelling techniques
Production of a character
Calendar and timetable
- Start date: October 2019
- End date: July 2020
Class timetable: Mondays from 4:00 pm to 8:00 pm
Total class hours: Approximately 160 hours (additional hours will be required to complete the projects outside class hours).