Overview

Framework:
RQF
Level:
Level 3
Unit No:
J/618/5195
Credits:
6
Guided learning hours:
42 hours

Aim

Learners will develop skills in 3D modelling and be able to use modelling software to create 3D characters and vehicles for a game.

Unit Learning Outcomes

1

Be able to create 3D character models for a game.

Stimulus for 3D bipedal, quadruped and vehicle model: client brief, own brief, from market research.

Ideas: brainstorming, sketches, pre-visualisation (concept drawings, storyboards, level diagrams, 2D and 3D drawings)

Legal and ethical considerations: legal, copyright, ethical, confidentiality, decency, representation, race, gender, religion, sexuality.

Specification: target audience, key visual themes, storyboards, constraints, polygon count, image resolution, output size, file type, file size.

Software interface: files, loading, properties, merging, replacing, importing, saving, viewports, configuring viewports, viewport controls, command panels, keyboard shortcuts, floating palettes, customising the interface, floating toolbars, drawing units, drawing aids (layers, grids, snap), object naming conventions.

Geometric models and text: models, box, tube, plane, sphere, disc, cone, cylinder, pyramid, 3D text.

Mesh building and editing: vertices (adding, editing, deleting), polygons, planar, non-planar.

Modelling: layers, modify (move, rotate, stretch, deform), extend (bevel, extrude, lathe), combine (Boolean, Patch), duplicate (mirror, array, clone), organic modelling, sub-division surfaces, weight maps, level of detail, nurbs, relational modelling, curves, control vertices, UV coordinates, surfaces, extrudes, sweeps, skinning, trims, fillets, surface approximation.

Virtual camera: concepts, lens length, field of vision (FOV), focus and aperture, depth of field, cameras, creating a camera, creating a camera view, camera parameters, camera type, target, free, conversion from real world equivalents (especially in light of digital photography and use of smaller sensors).

Lighting: light types (ambient, distant, area, spot, point, linear, photometric, raytraced), lighting controls and effects, projector, attenuation, colour, shadows, atmospheric, e.g. clouds, smoke, fire, volumetric, fog, mist.

Texturing: creating textures, loading, applying textures to objects, material editor, mapping materials, material modifiers, material types, bitmap, procedural.

Rendering: scene rendering, rendering controls, rendering options, output size and aspect ratio, safeframe, file type, file size, image resolution, image formats, compression.

Assessment Criteria

  • 1.1

    Use 3D modelling tools to create a bipedal character and show the stages of development.

  • 1.2

    Apply colours and texture maps to the bipedal character model.

  • 1.3

    Use 3D modelling tools to create a quadruped character and show the stages of development.

  • 1.4

    Apply colours and texture maps to the quadruped character model.

  • 1.5

    Produce an output of the bipedal and quadruped character models in a suitable format.


2

Be able to create a 3D vehicle model for a game.

Stimulus for 3D bipedal, quadruped and vehicle model: client brief, own brief, from market research.

Ideas: brainstorming, sketches, pre-visualisation (concept drawings, storyboards, level diagrams, 2D and 3D drawings)

Legal and ethical considerations: legal, copyright, ethical, confidentiality, decency, representation, race, gender, religion, sexuality.

Specification: target audience, key visual themes, storyboards, constraints, polygon count, image resolution, output size, file type, file size.

Software interface: files, loading, properties, merging, replacing, importing, saving, viewports, configuring viewports, viewport controls, command panels, keyboard shortcuts, floating palettes, customising the interface, floating toolbars, drawing units, drawing aids (layers, grids, snap), object naming conventions.

Geometric models and text: models, box, tube, plane, sphere, disc, cone, cylinder, pyramid, 3D text.

Mesh building and editing: vertices (adding, editing, deleting), polygons, planar, non-planar.

Modelling: layers, modify (move, rotate, stretch, deform), extend (bevel, extrude, lathe), combine (Boolean, Patch), duplicate (mirror, array, clone), organic modelling, sub-division surfaces, weight maps, level of detail, nurbs, relational modelling, curves, control vertices, UV coordinates, surfaces, extrudes, sweeps, skinning, trims, fillets, surface approximation.

Virtual camera: concepts, lens length, field of vision (FOV), focus and aperture, depth of field, cameras, creating a camera, creating a camera view, camera parameters, camera type, target, free, conversion from real world equivalents (especially in light of digital photography and use of smaller sensors).

Lighting: light types (ambient, distant, area, spot, point, linear, photometric, raytraced), lighting controls and effects, projector, attenuation, colour, shadows, atmospheric, e.g. clouds, smoke, fire, volumetric, fog, mist.

Texturing: creating textures, loading, applying textures to objects, material editor, mapping materials, material modifiers, material types, bitmap, procedural.

Rendering: scene rendering, rendering controls, rendering options, output size and aspect ratio, safeframe, file type, file size, image resolution, image formats, compression.

Assessment Criteria

  • 2.1

    Use 3D modelling tools to create a vehicle and show the stages of development.

  • 2.2

    Apply colours and texture maps to the vehicle model and show the stages of development.

  • 2.3

    Produce an output of the vehicle model in a suitable format.