A avaliação consiste, numa primeira fase, na realização de três exercícios práticos, iniciados em aula, e de um teste prático, ambos com caráter avaliativo. Numa segunda fase, é desenvolvido um projeto ao longo do semestre, organizado em duas etapas distintas. Desta forma, o estudante adquire uma visão global da realização de um projeto de caráter profissional, proposto pela unidade curricular, beneficiando de uma avaliação orientada por objetivos.
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Presentation
Presentation
This curricular unit, theoretical-practical in nature, is dedicated to exploring the fundamental principles of three-dimensional object modelling, including UV mapping, texture baking, and the creation and application of textures, oriented towards the integration of 3D assets into game engines. The unit features a robust practical component, designed to consolidate the theoretical content covered in class. To this end, it is structured around guided exercises in which students apply the methodologies and techniques introduced, as well as the development of a project carried out throughout the semester.
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 6
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Year | Nature | Language
Year | Nature | Language
2 | Optional | Português
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Code
Code
ULHT1075-17344
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
3D Modelling Pipeline I: pre-production, 3D modelling, UV mapping, texture baking, textures, shading, and offline rendering. Use of polygonal modelling and texturing tools for three-dimensional objects. 3D geometry optimisation. Advanced 3D modelling techniques and methodologies applied to surface subdivision, with the aim of producing models intended for integration into game engines. Concept of 2D mapping (UV). Creation and editing of UV maps. Texture baking: normal, metalness, and roughness maps. Texture creation in Substance Painter. Creation of PBR materials from albedo, normal, metalness, and roughness textures. Texture application in Maya (Hypershade).
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Objectives
Objectives
The course aims to provide students with knowledge and methodologies of 3D modeling applied to the creation of models designed for integration into game engines. It addresses techniques such as polygonal modeling, UV mapping, texture baking, and texture creation, as well as the design of 3D assets for closed three-dimensional environments. Students develop skills in applying transformations, using primitives, managing history, manipulating components, creating and editing polymeshes, defining UV coordinates, and setting up lighting environments in Maya Arnold. The practical goal is the design of a closed 3D environment and the production of high-quality images for presentation and promotional purposes.
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Teaching methodologies
Teaching methodologies
The course adopts innovative methodologies, such as active learning approaches, in which the instructor acts as a mediator to stimulate critical thinking. It is also integrated with two other subjects and their respective instructors. Teaching is project-oriented, emphasizing group work, peer review, and problem-solving. Student support is further complemented outside the classroom through the Discord platform. The course combines theory and practice in the development of independent projects, exercises, a practical test, and a final project, which fosters the exploration of concepts and techniques, multidisciplinary integration, and autonomous working processes. Classes, with an expository component supported by guided exercises, promote the assimilation of knowledge and the clarification of doubts, thereby creating a participatory environment between students and instructor.
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References
References
Acampora, P. (2026). 3D Game Development with Blender 5 and Unity 6: Create immersive 3D games in Blender and Unity using a real-time, elegant workflow, Packt Publishing. Chopine, Ami (2011). 3D Art Essentials: The Fundamentals of 3D Modeling, Texturing, and Animation, Focal Press. Dower, J. & Langdale, P. (2022). Performing for Motion Capture: A Guide for Practitioners, Methuen Drama. Harris, D. & Wiltshire, A. (2022). Making Videogames: The Art of Creating Digital Worlds, Thames & Hudson. Kitagawa, M. (2020). MoCap for Artists: Workflow and Techniques for Motion Capture, Routledge. O'Neill, R. (2015). Digital Character Development: Theory and Practice. Boca Raton: CRC Press. Pearson, L. & Youkhana, S. (2026). Videogame Architecture: Building Virtual Spaces, Thames & Hudson. Williams, R. (2001). The Animator's Survival Kit. London - New York: Fabber and Fabber Zarins, U. and Kondrats, S. (2018). Anatomy for Scultores, Understandig the Human Figure. Printed in EU: Exonicus, LLC
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Assessment
Assessment
Descrição
Ponderação
Exercícios Práticos de avaliação
Exerícios de avaliação
30%
Projeto da Unidade Curricular Fases de projeto 70% Modelação 3D poligonal
Fase 01
25%
Mapa de UVs Fase 01
25% Texture baking e composição de texturas Fase 02
20% O enunciado do projeto, que define as fases a desenvolver ao longo do semestre, encontra-se disponível na plataforma Moodle.
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Mobility
Mobility
No





