3D Animations for Games CT5008 Paul O’Brien CT5008 3D Animations for Games 3D Animations for Games CT5008 August 2012 Large print copies of this booklet can be provided on request. We can also arrange production of braille or audio versions. University of Gloucestershire 2012 All rights reserved. No part of this publication may be reproduced, stored or transmitted in any form or by any means, including – but not limited to – photocopy, recording, or any information storage and retrieval system, without the specific prior written permission of University of Gloucestershire. © Paul O’Brien, University of Gloucestershire Table of Contents Introduction ........................................................................................................ 1 PDP statement ................................................................................................... 1 Resources .......................................................................................................... 1 Teaching & learning approach ........................................................................... 2 Assessment 1..................................................................................................... 4 Assessment 2..................................................................................................... 7 © Paul O’Brien, University of Gloucestershire CT5008 3D Animations for Games Introduction The module affords the opportunity to further the computer games work undertaken in IGD130 with techniques for building 3D environments and evaluating a variety of tools. Students will be shown a variety of tools and techniques for developing 3D Game environments. These will include: 3D modelling, texture mapping, modifying games and interactivity. By the end of the module, students should be able to: 1. evaluate a variety of techniques for building 3D models and animations using Harvard references to establish relevant criteria, 2. design and apply appropriate textures to models, 3. demonstrate knowledge of various rendering techniques, 4. evaluate the issues relating to the design and rigging of a 3D character, 5. work in a team to produce a 3D animation for a game from a client brief, 6. comprehend the importance of effective technical documentation for 3D animations and demonstrate this in a practical context. To help meet these aims the following software will be featured in this module: 3DS Max 2013, Unity and Adobe Photoshop. PDP statement Students will, by the end of the module, achieve a high level of understanding of use of 3D applications and be confident in the application of a range of tools and techniques. In addition students will have a variety of material suitable for inclusion in a Personal Development Portfolio. This will be useful when applying for placement positions after the end of level 5. Resources Essential Text Steen, J. (2011) Rendering with mental ray & 3DS Max, Boston MA: Focal Press Supplementary Reading Ahearn, L. (2006) 3D game textures: create professional game art using Photoshop. Oxford: Focal Press Clinton, Y. (2008) Game character modeling and animation with 3ds Max. Boston: Focal Press © Paul O’Brien, University of Gloucestershire 1 CT5008 3D Animations for Games Daniele, T. (2008) Poly-Modeling with 3ds Max: Thinking Outside of the Box. Boston MA: Focal Press Gahan, A. (2009) 3ds Max modeling for games insider’s guide to game character, vehicle, and environment modelling. Boston MA: Focal Press Gerhard, M. (2010) Mastering Autodesk 3ds max design 2011, Chichester: Wiley Pardew, L. (2006). Beginning game art 3Ds 8. Premier Press. Ward, A. (2008) Game Character Development, Boston, MA: Course Technology Weimer, J. (2008) 3DS Max Modeling Bots, Mechs, and Droids, Texas: Worldware Publishing The module will be supported by a Moodle web site. This site contains tutorial information, lecture notes, reading list and showcase material. In addition there are countless online tutorials available to help with specific software and techniques. Teaching & learning approach 1 hour lecture followed by a 2 hour lab session. You are required to undertake at least 8 hours of independent study per week. Note that completing the set independent study tasks will develop your understanding and will more likely result in a much higher overall mark at the end of the module. There are two assessments for this module weighted at 50% each. Students need to attain an average of 40% across both assessments to pass the module. The tutors will provide help and support on the assignments during the timetabled lab sessions. All students are entitled to both formative and summative feedback during the module. Formative feedback is designed to enable you to improve your work/performance and takes many forms. Students will have several opportunities to receive feedback on their progress, e.g. during lab sessions, tutorials or seminars; as part of general feedback in lectures; and where appropriate, one to one sessions with their Academic Review Tutors. Summative feedback is received when your submitted coursework has been marked. As a minimum this will comprise constructive comments from the tutor and a final grade. This module requires a multi-disciplinary approach using complex software that is time consuming to learn. You are advised not to leave assignments to the last minute. © Paul O’Brien, University of Gloucestershire 2 CT5008 3D Animations for Games Scheme of work Semester 1 Wk Topic Suggested practical work 1 Narrative Design Introduction to 3DS Max 2 Basic Modelling Techniques Space planes 3 Using vertices, introduction to materials Object creation 4 Texture Maps Displacement maps 5 Landscapes Underwater scene 6 Assignment workshop Demonstrate progress 7 Designing vehicles Smooth objects 8 Character Design Create a polygon character 9 Character Rigging Use biped to rig character 10 Introduction to realistic rendering Setting up a realistic render 11 Lighting a realistic rendering Lighting a scene 12 Assignment Hints & Tips Formative Presentations Semester 2 Wk Topic Suggested practical work 17 Promotional trailers for games Forming a team 18 Animation Principles Key frame animations 19 Biped Animation controllers Animation with paths 20 Particle Systems Water particles 21 Advanced PFlow Using Blob Mesh 22 Mass FX dynamics Setting up a dynamics reaction 23 Lighting & environment effects Assignment work 24 Cameras & morph targets Assignment work 25 Introduction to Unity Assignment work 26 Adding interactions to Unity Assignment work 30 Preparing for exhibitions Assignment work 31 Formative Team Presentations 22nd April 2013 32 Demonstrate products at COMX 2nd May 2013 © Paul O’Brien, University of Gloucestershire 3 CT5008 3D Animations for Games Assessment 1 Assessment Specification 1. Module code and title CT5008 3D Animations for Games 2. Module tutor Paul O’Brien 3. Tutor with responsibility for this Assessment Paul O’Brien This is your first point of contact. 4. Assignment 001: 50% Coursework: individual video portfolio of 3d designs, presentation, evaluation (2000 words or equivalent). You will be penalised according to the Academic Regulations for Taught Provision if you exceed the size limit. 5. Submission deadline Your attention is drawn to the penalties for late submission; see Undergraduate Modular Handbook. Monday 10th December 2012 Your attention is drawn to the penalties for late submission; see Academic Regulations for Taught Provision. 6. Arrangements for submission Park Assignment Room 7. Date and location for return of work Written feedback and provisional mark will be within 20 working days of submission (14/1/13) Alternative assessment arrangements may be made, where appropriate, for students with disabilities. However, these will only be implemented upon the advice of the Disability Advisor. Students wishing to be considered for alternative assessment arrangements must give notification of the disability (with evidence) to the Disability Advisor by the published deadlines. All assessments are subject to the Academic Regulations for Taught Provision. These include regulations relating to Errors of Attribution and Assessment Offences. In exercising their judgement, Examiners may penalise any work where the standard of English, numeracy or presentation adversely affects the quality of the work, or where the work submitted exceeds the published size or time limits, or where the work fails to follow normal academic conventions for acknowledging sources. 8. Students with Disabilities 9. University Regulations for Assessment © Paul O’Brien, University of Gloucestershire 4 CT5008 3D Animations for Games 10. The requirements for assessment 1 Video portfolio of 3D designs Using techniques covered in semester 1 use 3DS to create the following items using a theme of your choice: Maximum poly-count 1: Laser gun turret 2000 2: Bridge 3500 3: Decrepit house 5000 4: Terrain & underground environment 15,000 5: Rocket propelled personal flyer 1500 6: Rigged character based upon yourself 8000 Render an image (including wire, clay and texture mapped) of each item and create 120second video portfolio of the items using a suitable video editor. Include appropriate titles, credits and copyright free music. Material and objects used in the production of the items must be self-created using the standard creation tools within 3DS Max and Photoshop. Credit will be given for the use of more advanced modelling techniques and for further exploring topics covered in lectures. All content must be produced to a high standard and be copyright free. You must submit your original 3DS files. In addition to the portfolio items, you must include sample renders in PNG format of the lab exercises completed during week 1-5 in semester 1. Evaluation Produce a screen grab of each portfolio item and use Word to identify the key techniques that you used to create it. With reference to real world examples critically evaluate the effectiveness of your models using the following criteria: polygon count, textures and realism. You must include a list of references. Formative Presentation During the timetable session for week 12 of semester 1, 10th December, you must present your video portfolio to the tutors prior to submission for formative feedback. 11. Special instructions The following technical constraints must be adhered to for the video portfolio: Resolution : 1280x720 @ 25 fps Video bit rate : At least 4096kbps Audio bit rate 320kbps File type : MP4 Delivery method : USB, DVD or CDROM Length : 120 seconds (±10%) © Paul O’Brien, University of Gloucestershire 5 CT5008 3D Animations for Games 12. Assessment 1 criteria The grade table below is a guide to the level of practical content required for the assignment. Please note that it is the quality of each technique utilised that is measured when assessing the marks. You need to achieve at least 40% to pass this assessment. Assesses learning outcomes (1) (2) (3) and (4) Grade Content To achieve <30 Copyright violation, e.g. video files, models or animations downloaded from the Web. No evaluation or list of software techniques used. No references used. Original 3DS MAX files not submitted. Poor quality video compression. Distorted or pixellated renders. To achieve <40 Deliverables partially complete, e.g. un-certificated nonattendance at presentation session, not all portfolio items completed. Poor quality models and textures. Models not rendered correctly. Excessive polygon counts for models. Limited evaluation of the product. References used incorrectly in the written work. To achieve 40+ Appropriate 3D models & renders. Some attempt at all portfolio items. Used polygon modelling techniques to create objects. Applied basic texture techniques. Video has suitable titles and credits. Basic evaluation that describes the features used. Complies with technical constraints, including polygon counts. To achieve 50+ Explored a variety of modelling techniques. Efficiently modelled portfolio items. Use of appropriate texture maps, e.g. UVW mapping, unwrapping. Evaluations indicate features utilised and include some limited analysis. Complete character designs with some attempt at rigging. To achieve 60+ Character fully rigged with biped based bones. High quality renders including wire, clay and texture mapped for each portfolio item. Further exploration of software demonstrated in lectures. Evaluations clearly identify strengths and weaknesses of portfolio items. To achieve 70+ Aesthetically pleasing submission with a consistent look & feel. Excellent interpretation of a chosen theme. Explored software techniques other than those covered in lectures. Evidence of critical awareness in evaluations. Note that the overall grade will be determined by the application of the Computing & Technology Assessment Criteria Grid. © Paul O’Brien, University of Gloucestershire 6 CT5008 3D Animations for Games Assessment 2 Assessment Specification 1. Module code and title CT5008 3D Animations for Games 2. Module tutor Paul O’Brien 3. Tutor with responsibility for this Assessment Paul O’Brien This is your first point of contact. 4. Assignment 002: 50% Group work: 3D animated film for a game, 3D level, COMX (2000 words or equivalent). You will be penalised according to the Academic Regulations for Taught Provision if you exceed the size limit. 5. Submission deadline Your attention is drawn to the penalties for late submission; see Undergraduate Modular Handbook. 1st May 2013 Your attention is drawn to the penalties for late submission; see Academic Regulations for Taught Provision. 6. Arrangements for submission Park Assignment Room 7. Date and location for return of work Written feedback and provisional mark will be within 20 working days of submission (28/5/13) Alternative assessment arrangements may be made, where appropriate, for students with disabilities. However, these will only be implemented upon the advice of the Disability Advisor. Students wishing to be considered for alternative assessment arrangements must give notification of the disability (with evidence) to the Disability Advisor by the published deadlines. All assessments are subject to the Academic Regulations for Taught Provision. These include regulations relating to Errors of Attribution and Assessment Offences. In exercising their judgement, Examiners may penalise any work where the standard of English, numeracy or presentation adversely affects the quality of the work, or where the work submitted exceeds the published size or time limits, or where the work fails to follow normal academic conventions for acknowledging sources. 8. Students with Disabilities 9. University Regulations for Assessment © Paul O’Brien, University of Gloucestershire 7 CT5008 3D Animations for Games 10. The requirements for assessment 2 3D Animated film for a game In a self-selected team (max 6 students) create a high quality animated film for a unique game scenario lasting approximately 100 seconds. The animation could be designed as an extended trailer for a proposed game, an introductory full motion video or an end of level cut-scene. At least one fully rigged character, as well as vehicles and multiple levels, should appear in the finished film. Material and objects used in the production of the animation must be self-created using the standard creation tools within 3DS Max and Photoshop. Credit will be given for the use of more advanced modelling techniques and for further exploring topics covered in lectures. Suitable titles and credits should be used to clearly identify team member roles and responsibilities. All content must be produced to a high standard and be copyright free. Distorted or pixellated images will be unacceptable. You are permitted to use copyright free audio to enhance the animation where appropriate. 3D Level Using Unity create a 3D level containing the best elements of the 3D models created for the film. Documentation It is expected that the team thoroughly plan the production by using suitable storyboard techniques such as camera paths, scene views and light plans. In addition to the practical work, you should submit high quality storyboards of key scenes, a project Gantt chart, an itemised list of 3D assets, indicating author and creation date, a texture list for all elements indicating where they used. Presentation During week 31 of semester 2 each team must present their animation to the class. Additionally each team will demonstrate the Unity environment and animation at COMX13 on 2nd May 2013. Note that stands will be setup on 1st May. 11. Special instructions The following technical constraints must be adhered to: Resolution : 1280x720 @ 25 fps Video bit rate : At least 4096kbps Audio bit rate : 320kbps File type : MP4 Copyright : All source material must be copyright free Delivery method : USB, DVD or CDROM Length : 100 seconds (±10%) © Paul O’Brien, University of Gloucestershire 8 CT5008 3D Animations for Games Submit film, original 3DS & Unity files and documentation on USB, DVD or CDROM. 12. Assessment 2 criteria The following grade table is a guide to the level of practical content required for the assignments. Assesses learning outcomes (3) (5) and (6) Grade Content To achieve <30 Very limited response to the brief. Copyright violation. Uncooperative behaviour within the team. No supporting documentation. Un-certificated non-attendance at COMX. To achieve <40 Deliverables partially complete, e.g. no articulated characters, no Unity level. Incomplete documentation. Limited use of planning techniques, e.g. rough hand drawn storyboards, no Gantt chart. 3DS files not submitted. To achieve 40+ Functional practical work. Basic character designs and modelling techniques. Limited attempt at character animation. 3DS files submitted. Basic informational film with limited narrative. Some evidence of appropriate planning techniques. Clear environment designs. Some attempt at creating a Unity level. Appropriate modelling techniques. To achieve 50+ Environment textured appropriately and contains interesting artefacts. Film successfully summarises main features of proposed game. Range of animation techniques used, e.g. particle systems, key frame or path controllers. Interesting narrative. Key models integrated into a Unity level. To achieve 60+ Appropriate 3D design techniques utilised. Integrated design between characters, artefacts and the environment. Film features high quality rendered visuals. Efficient models. Evidence of thorough planning. Film includes more advanced animation techniques such as PFlow or MassFX. Engaging narrative. Interactive Unity level. To achieve 70+ Aesthetically pleasing with a consistent look & feel. Wide range of 3D techniques utilised. Exciting or compelling film narrative. Explored software techniques other than those covered in lectures. Integrated approach to all aspects of the project. Note that the overall grade will be determined by the application of the Computing & Technology Assessment Criteria Grid. © Paul O’Brien, University of Gloucestershire 9
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