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 Searching Current Courses For Fall 2016

  Course: MGD 125
  Title:3D Modeling for Gaming:
  Long Title:3D Modeling for Gaming: Software
  Course Description:Introduces basic 3D modeling and rendering features of a specific 3D modeling software. Students will understand 3D geometry, model management, creating materials, material editor effects, beginning photo-realistic rendering, project management, basic rendering concepts and archiving projects. Students will understand how to use modeling translators, file formats, and conversion applications to move models from the modeling application for use in a gaming application, gaming engine or gaming environment.
  Min Credit:3
  Max Credit:

  Course Notes: Entered new course 3/9/09 s@
  Origin Notes: RRCC

 STANDARD COMPETENCIES:
 
 I.      Create 3D game objects suitable for still rendering.
 II.     Assign surface textures, lighting, and cameras for rendering objects in photo realistic and animated styles.
 III.    Create 3D rendered still scenes suitable for gaming applications.
 IV.     Design 2D geometry suitable for rendering.
 V.      Design 3D spline polygons and mesh objects.
 VI.     Design and modify 3D geometry.
 VII.    Design texture maps, opacity maps, shininess maps, specular maps, self-illumination maps, face maps, masks, reflection maps, and begin cataloging a library of material maps.
 VIII.   Design animation paths and morphing effects to be adapted to gaming application or engine.
 IX.     Perform boolean unions, intersections, and subtractions.
 X       Use modeling translators, file formats and conversion application to transfer models from modeling application to a gaming application, engine or environment.


 TOPICAL OUTLINE:
 
 I.      Creating 3D objects
         A.      resetting the system
         B.      creating a torus
         C.      creating a sphere
         D.      creating a tube
 II.     Imported model management
         A.      Purpose of importing solid models
         B.      File formats of imported models
         C.      Editing imported models
 III.    Creating a 3D scene
         A.      creating and assigning materials
         B.      creating lights and cameras
         C.      rendering the view
         D.      adding spotlights
         E.      casting shadows
 IV.     Creating 2D geometry
         A.      creating polygons
         B.      fundamental 2D geometry
         C.      adjusting geometry
         D.      cloning geometry
 V.      Creating 3D geometry.
         A.      spline polygons and mesh objects
         B.      using shape steps
         C.      using path steps
         D.      creating variations
         E.      saving the loft model
         F.      Changing paths and multiple shapes.
         G.      Using deformation grids.
         H.      Geometry and the 3D editor
         I.      Shading and smoothing with the renderer
 VI.     Modifying 3D materials
         A.      the output display
         B.      selecting material libraries
         C.      using sample windows
         D.      properties
                 1.      ambient lighting
                 2.      diffuse lighting
                 3.      specular properties
         E.      material color controls
         F.      updating libraries
         G.      using wires
                 1.      wire pixels
                 2.      wire units
         H.      shading modes
                 1.      flat shading
                 2.      simulate the effects of light and color across the surface of an object (gouraud shading)
                 3.      ¿per pixel lighting¿ (phong shading)
                 4.      metal shading
 VII.    The 3D editor
         A.      mapping coordinates and types
         B.      applying mapping coordinates
         C.      map projectors
                 1.      planer projections
                 2.      cylindrical projectors
                 3.      spherical projectors
         D.      decal vs. tile materials
         E.      boxed materials
         F.      face mapped materials
 VIII.   Lighting
         A.      adjusting hotspot and falloff
         B.      projector lights
         C.      aspect ratio and roll
         D.      excluding objects from lights
         E.      attenuation
         F.      shadows
         G.      overshoot
         H.      transparent shadows
 IX.     Using keyframes
         A.      the frame slider
         B.      moving objects
         C.      squashing objects
         D.      revolving objects
         E.      keying cameras
         F.      creating a preview
                 1.      linking objects
                 2.      locking axes
                 3.      looping animations
 X       Boolean objects
         A.      union
         B.      intersection
         C.      subtraction
 XI.     Project management
         A.      Purpose of project management
         B.      Archiving project files
         C.      Transferring models to gaming applications, engines and environments.



 Course Offered At:

  Pueblo Community College PCC
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Release: 8.5.3