Tiga Diploma in Games Art and Animation
Course
Distance
Description
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Type
Course
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Methodology
Distance Learning
Reviews
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