3D Content Creation I

Course Code
03ΕΠΚΧ0 1-ΨΤ
ECTS Credits
6
Semester
5th Semester
Σειρά εμφάνισης
4
Course Category
Specialization
Digital Arts
Professor

ADJUNCT LECTURER (TBA)

Course Description
Image
LEARNING OUTCOMES

🔵 🔴 🟡 Course description

The course introduces students to techniques for developing three-dimensional digital content ranging from design and visual research to modeling, rendering colors and textures, rendering a skeleton when needed, and additional blendshapes. Also, depending on the different expected uses of these models, the relevant necessary optimization is investigated in order to make them available for use in the respective applications (gaming, animation filming, real time performance, etc.)
Upon completion of the course, students will be able to:

  1. Pre-design and aesthetically approach the material they wish to produce in the three-dimensional, digital world.

  2. Explore the optimal path depending on the program of their choice (3Ds Max, Blender, Zbrush, etc.) for the 3D visualization of the desired material

  3. Attribute additional formal characteristics, materials and textures to the model they have produced

  4. Optimize the model according to its future application.

  5. Create a digital frame (Rig) that serves the movement of their model.

COURSE CONTENT

🔵 🔴 🟡 Theory (2 hours)

  1. Introduction to 3D content creation – Announcement of individual work.
  2. Design and visual research – from concept to concept art, moodboards, references. The concept of "Grace" (Grace, Appeal)
  3. Review of projects completed with the open source 3D content development software Blender 3D, etc.
  4. Modeling methodologies (box modeling, sculpting, curve-based).
  5. Topology – edge loops, quads vs tris, low poly / high poly. UV Mapping – concept of UVs, seams, unfold.
  6. Materials and textures – diffuse, normal, roughness, metallic.
  7. Sculpting & Brushes – morphological detail and expression.
  8. Rigging – bones, inverse kinematics.
  9. Blendshapes / Shape Keys – expressions and distortions.
  10. Optimization – polygon count, retopology, LOD.
  11. Export models for different uses (games, animation, VR/AR).
  12. Case Studies – pipelines in well-known projects (e.g. Stray, Love, Death & Robots).
  13. Presentations of individual projects.

🔵 🔴 🟡 Workshop (1 hour)

  1. Investigation of software related to the development of 3D content.
  2. Laboratory exercise, verbal and visual description of an object.
  3. Blender 3D: Modeling simple objects (e.g., furniture or prop).
  4. Modeling of an organic object (e.g. fruit, animal, human).
  5. Creation of UV maps on basic models.
  6. Apply materials and create simple textures.
  7. Sculpting into a character or object.
  8. Rigging on a simple object or character.
  9. Create blendshapes (e.g. face with different expressions).
  10. Retopology and optimization.
  11. Export workflows (FBX, OBJ, GLTF) and interface with related software (Unity, Godot, Unreal Engine).
  12. Semi-final presentation of papers.
  13. Presentation of final papers / evaluation.
EVALUATION

Review language: Greek

🔵 🔴 🟡 Evaluation method:

  • Semester individual work - 60%

  • Evaluation of attendance during lectures - 40%

TEACHING - LEARNING METHODS
  • Face-to-face
  • Support of the Learning process through the electronic platform e-class
  • Use of slides, audiovisual examples, laboratory - practical exercises with relevant software
eCLASS COURSE

https://eclass.uop.gr/courses/3012/

RECOMMENDED BIBLIOGRAPHY

🔵 🔴 🟡 Course Textbooks [Eudoxus]