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ADK2002 3D-Art & Generalisation III

    • Number of credits
      15
    • Teaching semester
      2026 Spring
    • Language of instruction
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      Recommended: ADK2001 3D Art & Generalization II, and ADK1001 3D Art & Generalization I

Course content
  • character rigging
  • anatomy for rigging organic models
  • rigging for games versus rigging for animation film and VFX hierarchies and constraints
  • hierarchies, constraints, and nodes
  • geometry blending (blendshapes, etc.)
  • skin painting
  • animation controllers
  • posing
  • anatomy
  • organic modelling
  • 3D-sculpting
  • UV-mapping
  • material shaders and textures
  • composition, lighting and use of cameras

Learning Outcome

Upon completing the course, the student will have achieved the following learning outcomes:

Knowledge

The student:

  • has knowledge of organic modeling in 3D with a focus on good topology
  • has knowledge about both organic and hard surface sculpting
  • has knowledge of how to create a complete rig for use in digital productions
  • has knowledge of anatomy in relation to organic modeling
  • has knowledge of materials and texturing for organic models
  • has knowledge of rigging for games and real-time systems versus rigging for film and VFX
  • has knowledge of designing animation controllers for a rig
  • has knowledge of positioning and composing characters for still images
  • has knowledge of common issues with rigs used in games and how to identify them
Skills

The student:

  • can create anatomically correct organic 3D models
  • can apply stylization to 3D models based on correct anatomy
  • can plan and set up an anatomically correct rig
  • can rig using alternative techniques to bones (e.g., deformers and other techniques resulting in vertex animation)
  • can make conscious choices regarding rigging for a game engine versus rigging for animation film
  • can use geometry blending such as blend shapes/morph targets, etc.
  • can create rigs with tidy user interfaces and controllers accessible for animation
  • can create high resolution 3D models
  • can stage interesting poses and compositions
  • can successfully troubleshoot and resolve issues with rigs used in games
General competence

The student:

  • can use 3D software at an advanced artistic and technical level
  • can justify character design choices made in creation of a 3D character
  • can justify choices used in rig construction in relation to the type of product
  • can understand relevant challenges and participate in a professional discussion about good organic modeling
  • can use 3D software in an efficient and systematic manner
Teaching and working methods

The course is structured as a combination of lectures, practical exercises, self-study, and supervision.

Required coursework
  • 3-5 individual assignments
  • participation in teaching activities in accordance with the teaching plan

In this course, the required coursework is only valid for 12 months from the end of the semester it was last approved. Students who wish to do the exam after the 12 months have passed have to redo the coursework and get it approved again.

Form of assessment
  • individual portfolio assessment: 2 individual folder assignments, where folder 1 counts for 40% of the final grade and folder 2 counts for 60% of the final grade. Folder 2 must be completed for the Game School Expo.
Assessments
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComment
Written assignment
ECTS - A-F
Individual
60
Folder 1
Written assignment
ECTS - A-F
Individual
40
Folder 2
Faculty
Faculty of Audiovisual Media and Creative Technologies
Department
Department of Game Development - The Game School