Assessment 2 - School of Computing and Technology

3D Animations for
Games
CT5008
Paul O’Brien
CT5008 3D Animations for Games
3D Animations for Games
CT5008
August 2012
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University of Gloucestershire 2012
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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
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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.
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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
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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
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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%)
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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
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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
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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%)
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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.
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