3D GRAPHICS
3D Graphics introduces the core production logic of three-dimensional digital work: modelling form, developing surfaces through texturing, and preparing the result for rendering. The broader direction supports applications in architectural visualisation and game development; the current detailed specialisation focuses on the complete production of a game-ready character.
Programme
The course as a whole covers the main stages of creating three-dimensional digital objects: modelling, texturing and rendering. These processes are considered in relation to both architectural visualisation and game development, establishing a broad understanding of how form, surface information and final presentation interact within a 3D workflow. Students learn to think of the digital object as something that passes through a sequence of dependent production stages.
The current detailed specialisation focuses on 3D Game-Ready Character Creation. The pipeline begins with anatomy, sculpting and modelling, then moves into retopology and optimisation so that the form can function as a usable real-time asset. UV mapping and unwrapping prepare the model for surface information, baking transfers detail, and texturing develops the final material appearance before rendering.
Software used in this specialisation includes ZBrush, 3DCoat, UV Layout, Autodesk Maya, Marmoset Toolbag and Adobe Substance 3D Painter. In practice, these applications are used as parts of one production chain, not taught as separate software courses: each tool supports a specific stage, and decisions made early in the process affect what is possible later. Students therefore gain practical experience of taking a character from anatomical and sculptural development through optimisation, texturing and final presentation.
What You Will Learn
- create and refine three-dimensional models
- understand form and volume in a digital environment
- prepare textures and surface information
- organise work for rendering
- understand the role of optimisation in a real-time asset workflow
- follow the main stages of a game-ready character pipeline
How You Learn
Teaching follows the logic of an actual production pipeline. Each stage prepares the asset for the next: sculpting establishes form, retopology and optimisation make that form usable, UV work prepares it for surface information, baking transfers detail, and texturing and rendering complete the presentation. This makes technical decisions understandable in relation to the finished digital object rather than as isolated software operations.
Outcome
A working understanding of the main 3D production stages. Within the current Game-Ready Character specialisation, students gain practical experience of taking a character from anatomical and sculptural development through optimisation, texturing and final rendering.