SE 431 | Course Introduction and Application Information

Course Name
3D Modeling in Computer Games
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
SE 431
Fall/Spring
3
0
3
5

Prerequisites
None
Course Language
English
Course Type
Elective
Course Level
First Cycle
Course Coordinator
Course Lecturer(s)
Assistant(s) -
Course Objectives The aim of this module is to provide the student with experience in designing and developing 3D models for a video game.
Course Description The students who succeeded in this course;
  • will be able to model using 3D softwares
  • will be able to manipulate 3D models
  • will be able to add texture and lighting into 3D models
  • will be able to use skulpting tools
  • will be able to bake normal maps
Course Content In this course, students learn 3D modeling techniques for computer games

 



Course Category

Core Courses
Major Area Courses
X
Supportive Courses
Media and Management Skills Courses
Transferable Skill Courses

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

Week Subjects Related Preparation
1 Introduction J. Williamseon, Character Development in Blender,CH1.1
2 Getting familiar with 3D software J. Williamseon, Character Development in Blender,CH1.2
3 Using mesh objects J. Williamseon, Character Development in Blender,CH4
4 Sculpting J. Williamseon, Character Development in Blender,CH6
5 Introduction to character modelling J. Williamseon, Character Development in Blender,CH7
6 Box modelling J. Williamseon, Character Development in Blender,CH8
7 Blocking J. Williamseon, Character Development in Blender,CH9
8 Sculpting and modelling J. Williamseon, Character Development in Blender,CH10
9 Modelling the details J. Williamseon, Character Development in Blender,CH11
10 Retopologizing the character J. Williamseon, Character Development in Blender,CH12
11 Lighting and rendering J. Williamseon, Character Development in Blender,CH13
12 Texture tools J. Williamseon, Character Development in Blender,CH14
13 UV mapping J. Williamseon, Character Development in Blender,CH15
14 Normal mapping J. Williamseon, Character Development in Blender,CH16
15 Semester Review
16 Project presentation

 

Course Notes/Textbooks Will be provided by the lecturer
Suggested Readings/Materials Course slides and internet resources

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
16
10
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Homework / Assignments
16
40
Presentation / Jury
Project
1
50
Seminar / Workshop
Oral Exams
Midterm
Final Exam
Total

Weighting of Semester Activities on the Final Grade
3
100
Weighting of End-of-Semester Activities on the Final Grade
Total

ECTS / WORKLOAD TABLE

Semester Activities Number Duration (Hours) Workload
Theoretical Course Hours
(Including exam week: 16 x total hours)
16
2
32
Laboratory / Application Hours
(Including exam week: 16 x total hours)
16
Study Hours Out of Class
16
1
Field Work
Quizzes / Studio Critiques
Homework / Assignments
16
2
Presentation / Jury
Project
1
70
Seminar / Workshop
Oral Exam
Midterms
Final Exam
    Total
150

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1

To have adequate knowledge in Mathematics, Science, Computer Science and Software Engineering; to be able to use theoretical and applied information in these areas on complex engineering problems.

X
2

To be able to identify, define, formulate, and solve complex Software Engineering problems; to be able to select and apply proper analysis and modeling methods for this purpose.

3

To be able to design, implement, verify, validate, document, measure and maintain a complex software system, process, or product under realistic constraints and conditions, in such a way as to meet the requirements; ability to apply modern methods for this purpose.

4

To be able to devise, select, and use modern techniques and tools needed for analysis and solution of complex problems in software engineering applications; to be able to use information technologies effectively.

X
5

To be able to design and conduct experiments, gather data, analyze and interpret results for investigating complex Software Engineering problems.

6

To be able to work effectively in Software Engineering disciplinary and multi-disciplinary teams; to be able to work individually.

X
7

To be able to communicate effectively in Turkish, both orally and in writing; to be able to author and comprehend written reports, to be able to prepare design and implementation reports, to be able to present effectively, to be able to give and receive clear and comprehensible instructions.

8

To have knowledge about global and social impact of engineering practices and software applications on health, environment, and safety; to have knowledge about contemporary issues as they pertain to engineering; to be aware of the legal ramifications of Engineering and Software Engineering solutions.

9

To be aware of ethical behavior, professional and ethical responsibility; to have knowledge about standards utilized in engineering applications.

10

To have knowledge about industrial practices such as project management, risk management, and change management; to have awareness of entrepreneurship and innovation; to have knowledge about sustainable development.

11

To be able to collect data in the area of Software Engineering, and to be able to communicate with colleagues in a foreign language.

X
12

To be able to speak a second foreign language at a medium level of fluency efficiently.

13

To recognize the need for lifelong learning; to be able to access information, to be able to stay current with developments in science and technology; to be able to relate the knowledge accumulated throughout the human history to Software Engineering.

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest