Courses

3D Modelling.

The aim of this unit is to introduce learners to the theory and use of 3D modelling software. Learners will develop an awareness of how 3D models are displayed on a computer screen and investigate the geometric theory underlying 3D modelling work. Learners will devise and create 3D models and reflect critically on their own work.

 

In this unit learners will have the opportunity to use a 3D modelling software application to produce 3D models for a scene. 3D modelling concepts are complex and in this unit learners are encouraged to research the use of 3D modelling within the interactive media industry. Learners will develop an awareness of how rendered 3D models are displayed on a computer screen. An appreciation of the geometric theory underlying 3D work will help learners understand the technical language used by modellers.

 

Course Code: NE38

Fee

€350

Exam fee:€25

Duration:

Six classes
3 hours per class

Awarding Body EDI-AWARDING BODY
Start Dates: 2 intakes/yr January/February Next Starts Date: January  
Entry Requirement:

Applicants must be a minimum of 18 years old
Leaving cert qualifications and general IT knowledge or Equivalent

University Progression Route
Award
  • BTEC Single component Award in Multimedia Design

Learning outcomes:

On completion of this unit a learner should:

  • Understand theory and applications of 3D
  • Be able to devise 3D models
  • Be able to create 3D models following industry practice.

 

Unit Content


Understand theory and applications of 3D
Applications of 3D: eg models, product design, animations, TV, film, web, games, education, architectural walk-through
Displaying 3D polygon animations: application programming interface, eg Direct3D, OpenGL; graphics pipeline, eg modelling, lighting, viewing, projection, clipping, scan conversion, texturing and shading, display; rendering techniques (radiosity, ray tracing); rendering engines; distributed rendering techniques; lighting; textures; fogging; shadowing; vertex and pixel shaders; level of detail Geometric theory: vertices; lines; curves; edge; polygons; element; face; primitives; meshes, eg wireframe; coordinate geometry (two-dimensional, three-dimensional); surfaces
Mesh construction: box modelling; extrusion modelling; using common primitives, eg cubes, pyramids, cylinders, spheres
3D development software: software, eg 3D Studio Max, Maya, Lightwave, AutoCAD, Cinema 4D, Softimage|XSI; file formats, eg 3ds, .mb, .lwo, .C4d, .dxf, .obj; plug-ins.
Constraints: polygon count; file size; rendering time

 

Be able to devise 3D models
Stimulus: eg client brief, own brief, from market research
Ideas: brainstorming; sketches; pre-visualisation (concept drawings, storyboards, level diagrams, 2D and
3D architectural drawings) Legal and ethical considerations: legal, eg copyright; ethical, eg confidentiality, decency; representation, eg race, gender, religion, sexuality Specification: target audience; key visual themes; storyboards; constraints, eg polygon count, image resolution, output size, file type, file size.

 

Be able to create 3D models following industry practice
Development software interface: files, eg loading, properties, merging, replacing, importing, saving; viewports, eg 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, eg box, tube, plane, sphere, disc, cone, cylinder, pyramid; 3D text
Mesh building and editing: vertices (adding, editing, deleting); polygons, eg planar, non-planar
Modelling: layers; modify (move, rotate, stretch, deform); extend (bevel, extrude, lathe); combine
(Boolean, Patch); duplicate (mirror, array, clone); organic modelling, eg sub-division surfaces, weight maps,
level of detail; nurbs, eg relational modelling, curves, control vertices, UV coordinates, surfaces, extrudes,
sweeps, skinning, trims, fillets, surface approximation
Virtual camera: concepts, eg lens length, field of vision (FOV), focus and aperture, depth of field; cameras, eg creating a camera, creating a camera view; camera parameters; camera type, eg 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, eg projector; attenuation; colour; shadows; atmospheric, eg clouds, smoke, fire; volumetric,
eg fog, mist
Texturing: creating textures; loading; applying textures to objects; material editor; mapping materials;
material modifiers; material types, eg bitmap, procedural
Rendering: scene rendering, eg rendering controls, rendering options, output size and aspect ratio, safeframe,
file type, file size; image resolution, eg TV, film, web, desktop, image formats, compression
Industry practice: reflect on finished product (compared with original intentions, fitness for purpose,
technical qualities, aesthetic qualities); production skills (ideas generation, modelling specification, workflow
and time management, technical competence, teamwork)

 

 

    Unit Assessment

Assessment takes the form of written assignments, observations, in-class tests, verbal assessment and projects

To gain the unit learners must achieve, as a minimum, the Pass grade; the Pass grade is in effect the gaining of the credit for the unit, and this contributes to the overall qualification grade. All units must be passes within the rules of combination to achieve the overall qualification.

 

The table below shows the number of points scored per credit at the unit level and grade

Level Points per credit
  Pass Merit Distinction
5 7 8 9
6 9 10 11


Learners who achieve the correct number of points within the ranges shown in the 'qualification grade' tables below will achieve the qualification Pass, Merit, Distinction or Distinction* grades (or combinations of these grades appropriate to the qualification).

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