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The London College
Qualification - Higher National Diploma in Creative Media Production
Unit Name - Advanced 3D Modelling
Unit Number - Unit 61
Assessment Title - Advanced Modelling
Level - Level 5
Learning outcomes:
Learning outcome 1: Discuss the characteristics of assets, human andanimal forms and how they are modelled in 3D software
Learning outcome 2: Use industry-standard tools and techniques to model assets and characters for use in creative media productions, in response to a given brief
Learning outcome 3: Apply lighting, materials, textures and shaders to 3D models in preparation for rendering, in response to a given brief
Learning outcome 4: Present 3D modelled assets and characters, output in a format suitable to a final media production, based on a given brief
Assessment 1
In this Assessment you're required to write a report on how models for video games are made. You may choose any 3D game object. This can include characters, buildings or even environmental assets.
You must talk about X important points:
1. What is the modelling approach?
2. What is the texturing and material approach?
3. How are assets kept in proportion to one another?
For the first point, you may talk about approaches such as box modelling, spline modelling, poly modelling or sculpting. Which approach would be suitable for the development of your chosen asset?
For the second point, you must talk about the available approaches. Talk about unwrapping and UV mapping. Also discuss 3rd party tools which can help you with this, such as MudBox or substance painter.
For the third points, you must talk about how objects are kept to the correct size. For example, how do they make sure a character will certainly fit through a door. Also discuss other elements, such as exporting and importing assets from a 3D application (such as 3Ds Max), into a game engine (such as Unreal Engine 4). What are the units settings to use to ensure assets will have the correct size in the game engine?
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Assessment 2
Scenario For this Assessment, you must choose an existing game. You must then come up with an asset that would fit this game. This can be a character, environmental asset or building.
You must first write a short report, explaining the art theme of your chosen game. Come up with certain points which you must have in mind when creating the model. For example, is the game realistic or cartoony? You must also critically analyse and justify your approach to the design of your assets.
You must then model this asset in 3D, and then use appropriate methods to apply textures and materials to the object. Once this has been done, you'll need to prepare your model for rendering.
This can be done in either 3Ds max or Unreal Engine 4. However you must ensure correct lighting and environment is used.
Assessment 3
Scenario:
Upon the completion of your 2nd you must illustrate your asset within an appropriate environment. Make sure to use good lighting and shaders to illustrate the assets to the best of your ability. You can do this in both 3Ds max and Unreal Engine 4. This is your choice.
You must provide renders (still images or videos) of your asset.
You must then justify your output choice and critically evaluate the final presentation.
Discuss why you have chosen the given environment and why you've used a certain method for lighting.
For example if your assets is for a horror game, you may choose to use dark lighting.
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Learning Outcomes and Assessment Criteria
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Pass
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Merit
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Distinction
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LO1 Discuss the characteristics of assets, human and animal forms and how they are modelled in 3D software
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D1 Critically evaluate the physical characteristics of surface and underlying structure, in human and animal forms, to define the features that may be modelled
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P1 Explain the features and characteristics associated with human and creature forms, required for 3D modelling
P2 Discuss the physical characteristics of buildings and other assets that may be used in 3D models for creative media productions
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M1 Compare the characteristics of human and animal forms with those of other assets, highlighting the different approaches they require in 3D modelling
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LO2 Use industry-standard tools and techniques to model assets and characters for use in creative media productions, in response to a given brief
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LO2 LO3
D2 Critically analyse a given brief to define the modelling approach, materials and lighting required for a defined media production output
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P3 Evaluate a given brief to determine the assets and characters required for a creative media production P4 Create 3D modelled assets and characters, using industry-standard tools and techniques
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M2 Justify the modelling approach used to generate 3D assets and characters, based on their use in a specific creative media production
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LO3 Apply lighting, materials, textures and shaders to 3D models in preparation for rendering, in response to a given brief
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P5 Apply UV mapping techniques and develop model projections to extract bitmaps for characters and assets P6 Develop lighting setups for 3D modelled assets and characters
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M3 Evaluate 3D models, through test renderings, to iteratively refine models, textures, shaders and lighting
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LO4 Present 3D modelled assets and characters, output in a format suitable to a final media production, based on a given briefcomment
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D3 Critically evaluate the final output of 3D modelled assets and characters, with regard to their use in a defined media production and meeting the requirements of a brief, highlighting areas for future development
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P7 Evaluate media production requirements to define output parameters for 3D models and assets P8 Present 3D modelled assets and characters for a defined media production
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M4 Justify the final output of 3D modelled assets and characters, based on how they meet the requirements of a given brief
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