Mastering Digital Design - Introduction to 3d Modelling for Games


  • Mastering Digital Design - Introduction to 3d Modelling for Games , Singapore SKillsFuture elarning online course
  • Mastering Digital Design - Introduction to 3d Modelling for Games , Singapore SKillsFuture elarning online course
  • Mastering Digital Design - Introduction to 3d Modelling for Games , Singapore SKillsFuture elarning online course
  • Mastering Digital Design - Introduction to 3d Modelling for Games , Singapore SKillsFuture elarning online course
  • Mastering Digital Design - Introduction to 3d Modelling for Games , Singapore SKillsFuture elarning online course
  • Mastering Digital Design - Introduction to 3d Modelling for Games , Singapore SKillsFuture elarning online course

Course Description

Learn the basics of 3d Modelling through practical application and the learning of several popular, modern 3d software packages used by game artists today. Get up to speed on the Maya basics while learning some of the tools associated with the asset modelling pipeline. For starters, you will learn about the interface, how to navigate it, the power behind customization in Maya, as well as touch on the some of the initial method of creating geometrical shapes. Moving on, learn how to get up and running in Blender for creating animated in-game models even if you're a complete newbie! While near the end of the course, you'll start to feel like a game art pro as you begin to learn and understand the concepts of UV unwrapping, asset rigging for animation, animation creation, mesh exporting, and game integration.

Learn tips and tricks of creating dynamic animation and games design.

- Know about the different branches in animation
- Learn about what goes into making a successful animation
- Understand better about the designing process with this course
- Be able to create your own monsters and creatures at the end of this course

This course is SkillsFuture Credit Eligible.


Course Objectives

1. Know the basics about 3d modelling
2. Understand about using Maya for modelling
3. Be able to navigate the tools and interface in Maya
4. Know how to use Blender for creating animation
5. Understand about UV Wrapping
6. Know about rigging, animation creation, mesh exporting
7. Be able to perform game integration


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Content

The Maya Beginner's Course - Volume 1

Preview Available

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Chapter 1 - Introduction

Chapter 2 - Interface 01

Chapter 3 - Interface 02

Chapter 4 - Interface 03

Chapter 5 - Customization 01

Chapter 6 - Customization 02

Chapter 7 - Asset Creation 01

Chapter 8 - Asset Creation 02

Resource Files

The Maya Beginner's Course - Volume 2

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Chapter 1 - Introduction

Chapter 2 - Component Mode

Chapter 3 - Vertex Tools

Chapter 4 - Edge Tools

Chapter 5 - Face Tools

Chapter 6 - Mesh Tools 01

Chapter 7 - Mesh Tools 02 and Outro

Resource Files

The Maya Beginner's Course - Volume 3

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Chapter 1 - Introduction

Chapter 2 - Project Setup and Model Start

Chapter 3 - Modelling 02

Chapter 4 - Modelling 03

Chapter 5 - Modelling 04

Chapter 6 - Modelling 05 and Outro

Resource Files

The Maya Beginner's Course - Volume 4

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Chapter 1 - Introduction

Chapter 2 - Scene Setup and Model

Chapter 3 - Modelling 02

Chapter 4 - Modelling 03

Chapter 5 - Modelling 04

Chapter 6 - Modelling 05

Chapter 7 - Modelling 06

Chapter 8 - Modelling 07 and Outro

Resource Files

The Maya Beginner's Course - Volume 5

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Chapter 1 - Introduction

Chapter 2 - UV Unwrapping 01

Chapter 3 - UV Unwrapping 02

Chapter 4 - UV Unwrapping 03

Chapter 5 - UV Unwrapping 04

Chapter 6 - UV Unwrapping 05

Chapter 7 - UV Placement

Chapter 8 - AO and Texturing

Chapter 9 - AO and Texturing 2

Resource Files

Blender for Game Artists - Volume 1

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Chapter 1 - Introduction

Chapter 2 - Downloading Blender

Chapter 3 - Blender Control Presets

Chapter 4 - User Preferences

Chapter 5 - Themes and Colors

Chapter 6 - Restoring the Last Session

Chapter 7 - Customizing the UI

Chapter 8 - UI Presets

Chapter 9 - Saving Presets

Chapter 10 - Viewport Navigation

Chapter 11 - Changing Viewports

Chapter 12 - Orthographic Mode

Chapter 13 - Creating Primitives

Chapter 14 - 3D Cursor

Chapter 15 - Transforming Objects Parametrically

Chapter 16 - Transforming Objects Interactively

Chapter 17 - The Outliner

Chapter 18 - Edit Mode

Chapter 19 - Object Properties

Resource Files

Blender for Game Artists - Volume 2

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Chapter 1 - Introduction

Chapter 2 - Modeling Preparation and References

Chapter 3 - Starting the Hinge

Chapter 4 - The Mirror Modifier

Chapter 5 - Inset and Extrude

Resource Files

Chapter 6 - Modelling the Lower Arm

Chapter 7 - Snapping

Chapter 8 - The Solidify Modifier

Chapter 9 - The Arm Base

Chapter 10 - The Knife Tool

Chapter 11 - The Knife, NGons and Quads

Chapter 12 - Completing the Forearm

Chapter 13 - The Arm Tip

Chapter 14 - Completing the Model

Blender for Game Artists - Volume 3

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Disabling the Mirror Modifier

Chapter 3 - Starting to Unwrap

Chapter 4 - Seams

Chapter 5 - Islands and Scale

Chapter 6 - Pinning

Chapter 7 - Mapping Cylindrical Objects

Chapter 8 - Recycling UV's

Chapter 9 - Texel Density

Chapter 10 - Combining Islands

Chapter 11 - Exporting UV Layouts

Chapter 12 - Creating Textures

Chapter 13 - Texture Mapping

Blender for Game Artists - Volume 4

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Animation Overview

Chapter 3 - Object Separation

Chapter 4 - Setting the Base Pivot

Chapter 5 - Setting the Lower Arm Pivot

Chapter 6 - Setting the Lower Arm Pivots

Chapter 7 - Rigging with Hierarchies

Chapter 8 - Animation Basics

Chapter 9 - The Dope Sheet

Chapter 10 - Auto Key

Chapter 11 - Pose to Pose Animation

Chapter 12 - The Graph Editor

Chapter 13 - Refining the Animation

Chapter 14 - Markers

Blender for Game Artists - Volume 5

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Tweaking Before Export

Chapter 3 - Exporting to FBX

Chapter 4 - Importing into Unity

Chapter 5 - Configuring Meshes

Chapter 6 - Starting a Scene

Chapter 7 - Creating an Animation State Machine

Chapter 8 - Adding Textures

Chapter 9 - Working with Instances

Chapter 10 - Building an Environment

Chapter 11 - Duplicating Objects

Chapter 12 - Recording a Camera Fly Through

Chapter 13 - Image Effects

Chapter 14 - Conclusion

The Radio Modelling Series - Volume 1

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Reference and Planning

Chapter 3 - Setting up Your Scene

Chapter 4 - Modeling the Front Plate

Chapter 5 - Modeling the Front Plate 02

Chapter 6 - Modeling the Front Plate 03

Chapter 7 - Modeling the Front Plate 04

Chapter 8 - Modeling the Front Plate 05

Chapter 9 - Modeling the Front Plate 06

The Radio Modelling Series - Volume 2

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Resource Files

Chapter 1 - Intro

Chapter 2 - Planning and Cleanup

Chapter 3 - Modeling the Front Plate Symbols

Chapter 4 - Modeling the Grill

Chapter 5 - Modeling the Side Rails

Chapter 6 - Modeling the Volume Knobs

Chapter 7 - Modeling the Side Panels

Chapter 8 - Modeling the Base

The Radio Modelling Series - Volume 3

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Resource Files

Chapter 1 - Intro

Chapter 2 - Modeling the Back 01

Chapter 3 - Modeling the Back 02

Chapter 4 - Modeling the Center Dial

Chapter 5 - Modeling the Center Dial Back Plate

Chapter 6 - Modeling the Lettering 01

Chapter 7 - Modeling the Lettering 02

Chapter 8 - Modeling the Numbers and Scuff Pads

The Radio Modelling Series - Volume 4

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Resource Files

Chapter 1 - Intro

Chapter 2 - Adding Edge Loops 01

Chapter 3 - Adding Edge Loops 02

Chapter 4 - Adding Final Details 01

Chapter 5 - Adding Final Details 02

Chapter 6 - Creating the Low Poly Mesh

Chapter 7 - UV Unwrapping

Chapter 8 - UV Layout

Chapter 9 - Baking Normal and AO Maps

The Radio Modelling Series - Volume 5

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Resource Files

Chapter 1 - Intro

Chapter 2 - Base Colors in Photoshop

Chapter 3 - Coloring the Peripherals

Chapter 4 - Adding the Fine Details

Chapter 5 - Finishing Touches

UV Unwrapping in Maya

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Resource Files

Chapter 1 - Introduction

Chapter 2 - Unwrapping a Box

Chapter 3 - Unwrapping a Cylinder

Chapter 4 - Unwrapping a Hose

Chapter 5 - Unwrapping an Axe

Chapter 6 - Unwrapping a Shark

Chapter 7 - Unwrapping a Head

Introduction to UVW Unwrapping

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Resource Files

Chapter 1 - Introduction

Chapter 2 - The Purpose of the Unwrap Modifier

Chapter 3 - Adding the Unwrap Modifier

Chapter 4 - Navigating the Unwrap Window

Chapter 5 - Unwrapping a Simple Box

Chapter 6 - Saving your UV Settings as Default

Chapter 7 - Planning Ahead

Chapter 8 - Instancing and the Stitch Tool

Chapter 9 - Using the Relax Tool

Chapter 10 - Important Unwrapping Tools

Chapter 11 - Unwrapping a Curved Shape

Chapter 12 - Unwrapping a Hose

Chapter 13 - Packing UV's

SkillsFuture Credit Eligible
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