ADK2002 3D-art & generalisation III
- Course codeADK2002
- Number of credits15
- Teaching semester2026 Spring
- Language of instructionEnglish
- CampusHamar
- Required prerequisite knowledge
Recommended: ADK2001 3D-art & generalisation II, and ADK1001 3D-art & Generalisation I
- 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:
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
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
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
The course is structured as a combination of lectures, practical exercises, self-study, and supervision.
Form of assessment | Grading scale | Grouping | Duration of assessment | Support materials | Proportion | Comment |
---|---|---|---|---|---|---|
Written assignment | ECTS - A-F | Individual |
| 60 | Folder 1 | |
Written assignment | ECTS - A-F | Individual |
| 40 | Folder 2 |
- 2 individual 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.
Reading list
No reading list available for this course