Tiga Diploma in Games Art and Animation

Course

Distance

Price on request

Description

  • Type

    Course

  • Methodology

    Distance Learning

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Course programme

Contents:

Section 1 Part A

  • Introduction
  • The Games Artist and Animator
  • What is a Computer Game?

Lesson 1

  • Role of the games artist in the games industry
  • Tools of the games artist

Lesson 2

  • The game art Pipeline
  • 3D Max familiarisation
  • Basic Primitives

Lesson 3

  • Material Editor
  • Basic Modelling Techniques

Section 1 Part B

Lesson 4

  • Welcome to Photoshop
  • Basic Texture Creation

Lesson 5

  • Concept Art
  • Creating Models from Sketches

Lesson 6

  • Polys, Quads and Triangles
  • Edge Normals and Smoothing Groups
  • UV Unwrapping

Lesson 7

  • Photoshop Layers and Selections
  • Creating a Tiling Texture
  • Alpha Channels

Lesson 8

  • Cameras in 3D Max
  • Basic Lighting and Rendering

Section 1 Part C

Lesson 9

  • Organic Modelling
  • Modelling and Texturing a Character

Lesson 10

  • Skeletons
  • Skinning and Rigging
  • Basic Animation

Section 2 Part A

Lesson 11

  • Modelling & UV Ocean Flooor
  • Intro to Normal Maps

Lesson 12

  • Photoshop Layer Effects
  • Creating a Normal Map using the nVidia plug-in
  • Overview of other methods used (ZBrush & Render to Texture)

Lesson 13

  • Image formats & Compression
  • Palletised and low colour images
  • Billboards & Animated Gifs

Lesson 14

  • Intro to ZBrush/Mudbox workflow
  • Vertex Colour
  • Multiple UV Channels
  • Open GL V Direct X Rendering

Lesson 15

  • Scene Management

Lesson 16

  • Ambient Occlusion

Section 2 Part B

Lesson 17

  • Concept Art/Sketchwork
  • Character Design (brief look)

Lesson 18

  • Organic Modelling Techniques (Intermediate)
  • Optimizing Art

Lesson 19

  • Advanced Texturing,
  • Normal Maps & Spec Maps
  • Adding Occlusion Maps to the Shader

Lesson 20

  • Good Typology
  • Modelling with Animation in MInd

Lesson 21

  • Exporting Models to
  • Game Engine & LODS

Section 2 Part C

Lesson 22

  • Creating a Skeleton

Lesson 23

  • Rigging Bipeds
  • IK and FK Rules

Lesson 24

  • 12 Rules of animation (theory)
  • Setting Keys
  • Graph Editor

Lesson 25

  • Animation Cycles
  • Walk Cycle
  • Baking Animation
  • Importing and Exporting Animation

Section 3 Part A

Lesson 26

  • Reference and Using it Effectively

Lesson 27

  • Introduction to Enviroment Sketching

Lesson 28

  • Subdivisions and Nurbs Modelling

Lesson 29

  • Creating a ‘material' from all your texture maps

Section 3 Part B

Lesson 30

  • Advanced High Polygon Modelling

Lesson 31

  • High Poly vs. Low Polygon Methods
  • Intro to Spline Modelling

Lesson 32

  • Introduction to Particles
  • Particles in 3D MAx and Game Engine

Lesson 33

  • Introduction to Physics
  • Physics in game vs. 3D package

Lesson 34

  • Raytacing &Radiosity vs. Realtime Rendering

Lesson 35

  • Common Effects in Game Engines (Bloom, HDR Lighting, etc.)

Lesson 36

  • Character Sketching
  • Measuring Proportions using ‘heads'

Lesson 37

  • Modelling Realistic Proportions
  • Advanced Polygon Perameterization and Working Practices
  • Cleaning Bad Meshes

Lesson 38

  • Displacement Maps & Procedural Materials

Section 3 Part C

Lesson 39

  • Advanced Rigging Techniques

Lesson 40

  • Motion Capture in Games
  • Importing and Cleaning Mo-Cap Data

Lesson 41

  • Non-Linear Animation
  • Animation Clips

Lesson 42

  • Facial Animation
  • Rigging a Face
  • Blend Shapes & Morph Targets

Lesson 43

  • Animation Layers

Lesson 44

  • Advanced Exporting (for character/Enviroment interaction)

Lesson 45

  • 12 Rules of Animation (for realistic animation)

Lesson 46

  • Cameras and Basics of Cinematography

Lesson 47

  • Building a Portfolio/Demo Reel

Lesson 48

  • Approaching Employers

OBJECTIVES

  • To teach current modelling techniques using bespoke industry-relevant software applications and proprietary tools.
  • To teach current animation techniques using bespoke industry-relevant software applications and proprietary tools.
  • To provide a solid grounding in the world of games art design such that the student is ready to move into the industry and become a games artist.
  • To assist the student in the production of a project portfolio as well as game animation projects.
  • To help immerse the student in the games industry network through understanding industry terminology and through Train2Game's extensive industry relationships.
  • To help enrich the student's knowledge with technical and theoretical lectures from key industry professionals.
  • To introduce the student to the workflow of the games development process.
  • To help prepare the student for working as a team member in a large-scale game production company.
  • To prepare the student for in-depth development fun and committed study.
  • To work with the student in developing career opportunities.

KEY FEATURES

  • Train2Game is endorsed by TIGA
  • Train2Game courses include specialist games industry, proprietary software applications
  • Train2Game has a StudentWorld intranet support structure that is available 24 hours a day
  • Train2Game has a unique combination of practical and theoretical teaching
  • Train2Game offers TIGA awarded Art and Animation Diplomas to successful students
  • Train2Game courses allow you to progress at your own pace
  • Train2Game use leading industry professionals as guest lecturers to make regular web presentations
  • Train2Game students do not have to give up their careers whilst learning

Tiga Diploma in Games Art and Animation

Price on request