ADK2002 3D-art & generalisation III

    • Course code
      ADK2002
    • Number of credits
      15
    • Teaching semester
      2026 Spring
    • Language of instruction
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      Recommended: ADK2001 3D-art & generalisation II, and ADK1001 3D-art & Generalisation 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
Assessments
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComment
Written assignment
ECTS - A-F
Individual
  • All
60
Folder 1
Written assignment
ECTS - A-F
Individual
  • All
40
Folder 2
Form of assessment
  • 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.
Course name in Norwegian Nynorsk: 
3D-kunst & generalisering III
Course name in Norwegian Bokmål: 
3D-kunst & generalisering III
Faculty
Faculty for Film, TV and Games
Department
Department of Game Development - The Game School
Area of study
Mediefag
Programme of study
Bachelor's Degree in Animation and Digital Art
Course level
Intermediate course, level II (200-LN)