This course focuses on the modeling and texturing of non-deformable assets for use in real-time 3D engines. Students will design and build 30 meshes that consist of functional and descriptive geometry that is capable of performing in polygon-restrictive real-time engines. Students will implement complimentary and efficient texture mapping workflows that allow for the presentation of dynamic and vibrant game assets. All work is presented in a constructive group critique.
Prerequisite: EGD-215, grade C or higher, and GDES.BS, GART.BS students only, or by permission of CCM Division Dean.
Not Offered This Semester