Date issued: 31/10/22
Deadline: 05/12/22
Resubmission: 12/12/22
It is expected:
YOU WILL complete all work on time & submit before the deadline.
YOU WILL have passed all criteria by the end of the project.
In this project you will be learning how to create assets in the industry standard software 3DsMax. You will be exploring and analysing how polygon counts and UV texturing are used in games and why. This is relevant to the game industry as it will help you understand the processes.
You will be shown the basics on navigating the interface, creating a basic model, UV-Unwrapping and texturing in Substance Painter. You can then place these models into Unity Engine to be used as assets for a level.
SMSC: Employability, English and Maths.
All of the work from each day will be recorded into your journal and the process will be reflected on.
You will learn:
In this task you will be learning why and how assets are made low poly for game engine. You will then be researching and evidencing in your google sites examples of asset breakdowns and how poly count is kept low through different techniques. This is knowledge is industry standard process!
You will Produce:
3 x references of asset breakdowns with analysis (English)
3 x references of games with poly count saving techniques Criteria 2.1
Criteria 1.1, 1.2
You will learn:
In this task you will be shown how to navigate 3DsMax. You will learn how to use the tools by recreating two objects provided. Follow the step by step tutorials at your own pace to learn how to produce a simple chest or ammo cache.
3DsMax is an industry standard program. Knowing this program is beneficial to getting a job in industry or freelance!
You will Produce:
Annotated screenshots of your process making each object. Criteria 3.1
Reflection of what you have learnt.
Criteria 2.1, 2.2
You will learn:
There is no such thing as a 3D texture, instead objects are flattened as a 2D image. You will be shown and provided tutorials on how to UV Unwrap your objects.
UVMaps are used in industry to this day!
You will Produce:
Annotated screenshots of your process UV-unwrapping your assets. Criteria 3.1
Criteria 2.1, 2.2
You will learn:
Now you have finished your models and textured them you will export them as FBX / OBJ files. You can add them to substance painter to create effective textures that you can export to Unity Engine.
You will Produce:
Exported FBX / OBJ file.
Screenshots of your process texturing your imported assets in Substance Painter. Criteria 3.1
Final Renders of your objects in Unity. Criteria 2.1
Criteria 2.1, 2.2
You will learn:
Finally you will produce a final evaluation on this unit using the reflective cycle, minimum of 500 words.
You will Produce:
Evaluation using the reflective cycle, minimum of 500 words. Criteria 3.1 (English)
Bonus Task: You can create a fantasy / steampunk element to these objects.
1. Be able to analyse a visual-based problem in creative media production.
1.1 Analyse the requirements and parameters of a visual-based problem in creative media production.
1.2 Apply research activities to support solutions to a visual-based problem in creative media production
2. Be able to use an integrated approach to visual-based creative media problem solving and production.
2.1 Demonstrate the ability to plan, organise and present solutions to a visual-based problem in creative media production.
2.2 Apply practical skills, understanding and methods to solve a visual-based problem in creative media production.
3. Be able to evaluate solutions to a visual based problem in creative media production.
3.1 Analyse the effectiveness of solutions to a visual-based problem in creative media production.