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Class Animation and Modeling 3D I

  • Presentation

    Presentation

    This course is both theoretical and practical, and it explores the fundamental principles of 3D asset modeling (UVs, texture baking, texture creation, and offline rendering of high-quality images), intended for implementation in game environments. In this context, the course includes a strong practical component focused on the application of the knowledge presented in class, through a set of practical assessment exercises and a semester-long project, in which the methodologies and techniques taught are applied.
  • Code

    Code

    ULHT1075-17344
  • Syllabus

    Syllabus

    3D Modeling Pipeline I: pre-production, 3D modeling, UV mapping, texture baking, texturing, shading, and offline rendering; Use of polygonal modeling and texturing tools for three-dimensional objects; Optimization of 3D geometry; Advanced 3D modeling techniques and methodologies applied to surface subdivision, with the goal of producing models for integration into game engines; Concept of 2D mapping (UV); Creation and editing of UV maps; Texture baking: normal, metalness, and roughness; Creation of PBR materials from albedo, normal, metalness, and roughness textures; Application of textures in Maya (Hypershade); Creation of a neutral scene (3D lightbox) and setup of a lighting environment (3D product render), aimed at generating high-quality images using the Arnold render engine in Maya; Final rendering of 3D images (PNG).
  • 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.
  • 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.
  • References

    References

    Ahearn, L. (2008). 3D game environments: Create professional 3D game worlds. Elsevier. Chopine, A. (2011). 3D art essentials: The fundamentals of 3D modeling, texturing, and animation. Focal Press. Derakhshani, D. (2011). Introducing Maya 2008. Autodesk Maya Press. Kerlon, I. V. (2019). The art of 3D computer animation and effects. Wiley. Kumar, A. (2020). Beginning PBR texturing: Learn physically based rendering with Allegorithmic’s Substance Painter. Menard, M. (2012). Game development with Unity. Cengage Learning. Murdock, K. (2017). Autodesk Maya 2017 basics guide. SDC Publications. Murdock, K. (2024). Autodesk Maya 2025 basics guide. SDC Publications. Shah, Z. J. (2022). Realistic asset creation with Adobe Substance 3D: Create materials, textures, filters, and 3D models using Substance 3D Painter, Designer, and Stager. Packt Publishing. Tavinor, G. (2009). The art of videogames. In D. McIver Lopes (Org.), Philosophy of Computer Games (pp. xx–xx). Wiley-Blackwell.
  • Assessment

    Assessment

    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.

     

    Descrição

    Data limite

    Ponderação

    Exercícios Práticos

     

    30%

    Modelação 3D poligonal

    Fase 01

    20%

    Mapa de UVs Fase 01 20%
    Texture baking e composição de texturas Fase 02 20%
    3D Production Render (Render offline em Maya Arnold) Fase 02 10%

     

    O enunciado do projeto, que define as fases a desenvolver ao longo do semestre, encontra-se disponível na plataforma Moodle.

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