Name | Fees | |
---|---|---|
Digital Game Artist Certificate | $ 3103.25 | Register Now |
Details + Objectives
What you will learn
Develop game art skills specific to prop, environment, and character art/animation
Learn how to use popular 2D and 3D modeling software
Master modeling and texturing techniques to bring your designs to life
Learn the fundamental principles of making good art
How you will benefit
Employable skills
Practical training that can be used immediately in professional projects
Hands-on development, assessment, and evaluation of artistic ability
How the course is taught
Self-paced, online course
18 Months to complete
Open enrollment, begin anytime
600 course hours
3D Modeling I Getting Started Basic Blender Interface Viewport Configuration and Layout Display Settings and Menu Rollouts Select, Undo/Redo, and Space Search Rendering an Image Viewport Controls and Settings Transforms and User Preferences Select and Deselect Primitives Append Primitive Properties 3D Cursor and Object Position Edit and Object Mode Grease Pencil Pivots and Object Origin 3D Cursor Transform Orientation and Duplicate Polygon, Vertex, and Edge Object Mode Keys Edit Mode Keys Limit Selection to Visible Viewport Shading and Smoothing Insert, Delete, Dissolve Edge Edge Split and Create Edge Merge User Preferences and Key Commands Outliner Modifiers Piling Modifiers Snaps (Edit and Object Mode) Snap to Grid Splines Rendering Splines Splines in Edit Mode Curve Modifier Path Deform Process Bevel with Contour Controls Lathe Mirror and Symmetrize Insert Intersect Tool Fill, Bridge, and Grid Fill Bend Pivot Positioning Fill Grease Pencil Revisited Duplicate and Linked Duplicate Appending and Saving Selected Layers Boolean Smooth Shading Arrays Solidify Subdivide Proportional Editing Mesh Deform Basic Light Settings Basic Edge Placement for Sub D Surfaces Final Practical Elements of Visual Design Getting Started Balance Unity Gradation Harmony Dominance Repetition Contrast Gestalt Space Symmetry and Asymmetry Gathering and Filtering Style Guides Form and Structure Silhouette and Visual Reference Tonal Studies Light Ball Study Visual Depth Tactile Texture / Visual Texture / Pattern Volume Visual Narrative I Visual Narrative II Final Practical Texture Maps and Digital Painting Getting Started Photoshop Texture Maps Custom Brushes Style Sheets and Ortho Concepts Creature Design DDO, NDO, and 3DO in Photoshop Quixel Map Types What is Physically Based Rendering? Ambient Occlusion (AO) Maps ID Maps Using the Quixel Suite Using NDO I Using 3DO I NDO Practical Accessing Material ID Links Using DDO I Saving DDO Smart Materials Using DDO II Using DDO III Create Base (Albedo / Specular / Reflection / AO / Normal) Lowering Preview Resolution and Viewing IDs in Real-Time Combining Normal Information Layers and Blending Modes in DDO The Mask Editor and Mask Paint Brush Combining in Photoshop and Blender Grouping Layers Final Practical 3D Modeling II Getting Started Basic Photoshop Tile Texture Wacom Tablet Properties Layers Lights Sizing and Saving Texture Maps Texel Density Basic UV Unwrap The UV Editor Adding Maps to Objects Auto and Smart Unwrap To Sphere Unwrap Follow Active Quads Setting Seams for UVW Unwrap Smoothing and UV Elements Element Selection Positioning of Unwrap Elements Weld, Stitch, and Breaking UV Elements Relaxing UV Vertices and Elements Packing UV Elements Mesh Smooth and Edge Crease Cycles in Blender Texture Paint Basic Sculpt Baking ID Maps Baked Textures Creating Normal Maps Sub-D Modeling Intro Final Practical Elements of Digital Design Getting Started Stylized 3d Character Man Made Prop 3d Tree Underwater Vehicle 3D Modeling III Getting Started Anatomy (Hands) Anatomy (Feet) Anatomy (Head) Anatomy (Arm, Leg) Anatomy (Chest, Back) Anatomy (Creature - Cat) Anatomy (Creature - Horse) Anatomy (Bird) Anatomy (Creature - Dinosaur) Anatomy (Structural Design - Wings) Edge Flow, Relaxed Edge Flow Anatomy and Edge Flow Supporting Edges (Structural) Supporting Edges (Curved Mesh) Mirror and Edge Flow Weighted Vertices Armature in 3d (Skin Modifier) Edge Flow for Animated Meshes Fixing Texture Seams Digital Sculpting Solidify to Set Up Clothing Script UV Squares Master Script Mesh Align to G Pencil Final Practical 3D Sculpture Getting Started Orthographic Planes Alpha Settings and Transparency X-Ray Blocking Out the Leg Adding the Mirror Modifier Defining the Back of the Neck Creating the Feet Creating the Head I Creating the Head II Creating the Hands I Creating the Hands II Creating the Arms Creating the Toes Eyes and Teeth Final Base Mesh (Ready for Sculpt) The Multiresolution Modifier Setting Up the Sculpt Menu Laying Down Clay Strips Refining the Sculpt Sculpting Details Duplicate Mesh, Create Low and High Variation Spaced (Relax) Vertices and Tight Mesh Areas Texture Projections Projection Snaps and Retopo Final Practical Sub-D Modeling Getting Started Add/Delete Edge Loops to Define Volumes Unwrapping Separate Objects (Sub-Objects) Baking Normal Maps (Blender) Baking Normal Maps (XNormal) Apply Normal Maps to Mesh Texture Paint Mode and Brushes Mirror in Paint Mode Stencils UV Unwrap Guidelines Normal Map Errors and Extreme Stretching Normal Map Elements (XYZ, Color, Designation) Additional Projects Final Practical Digital Lighting and Game Engines Getting Started New Project and UI Overview Viewport Navigation View Modes and Show Flags Placing Objects in a Level Content Browser Material Creation I Material Creation II Basic Lighting Basic Blueprints Lights and Settings Shadows Light Behavior I Light Behavior II Three Point Lighting Time of Day Lighting Translucency and Projections Game Engine Lighting I Game Engine Lighting II Final Practical Character Design and Animation Getting Started Modeling the Base Mesh Sculpting the Character Retopology UV Mapping and Texture Baking Texture Painting Rigging the Character Creating Animation Cycles Setting Up in Unity Final Practical (CAPSTONE) Final Practical and Portfolio Final Practical and Essay Portfolio Development Career/Next Steps Consultation