List the assessment methods to be used and the context and resources required for assessment. Copy and paste the relevant sections from the evidence guide below and then re-write these in plain English.
ELEMENT | PERFORMANCE CRITERIA |
Elements describe the essential outcomes. | Performance criteria describe the performance needed to demonstrate achievement of the element. |
1. Clarify the design requirements, and plan the approach | 1.1 Interpret the brief to clarify design, texture generation, and the delivery requirements in consultation with the client 1.2 Identify the design and technical constraints 1.3 Identify the software, media and file formats for digital imagery, texture production and manipulation 1.4 Identify the sequence of digital texturing activities in the production pipeline 1.5 Identify production workflow requirements, and develop the production pipeline to meet client requirements |
2. Assess the existing textures and shaders for suitability | 2.1 Establish the underlying surface characteristics of the 3-D model to be textured and shaded 2.2 Identify basic shaders and textures with surface characteristics 2.3 Identify suitable textures from the available texture libraries 2.4 Select shaders and textures for the assignment to model 2.5 Confirm that the selections are consistent with the brief and with client requirements |
3. Determine shader attributes and assign to a 3-D model | 3.1 Identify and select the attributes required to achieve the desired effects on 3-D models 3.2 Determine and confirm the requirements related to lighting and rendering 3.3 Use the appropriate methods and techniques to achieve the desired shading outcome |
4. Acquire new textures | 4.1 Identify the desired resolution for texture, prior to acquisition 4.2 Acquire textures from an online library 4.3 Capture real-world textures using digital means 4.4 Generate the texture, using art media, or digital paint software, and then save 4.5 Ensure that the resolution of the acquired texture meets resolution requirements |
5. Generate procedural textures and create a texture map | 5.1 Assess the nature of the surface topology 5.2 Identify the suitable types of 3-D projection 5.3 Apply geometry where necessary 5.4 Use algorithms to simulate natural patterns, where required 5.5 Determine the texture-mapping method 5.6 Determine the projection-mapping method 5.7 Adjust the parameters to achieve desired effects |
6. Apply the texture to model | 6.1 Apply the texture to the model 6.2 Layer and enhance the textures to achieve the desired effects 6.3 Apply lighting to test the reaction of the textures 6.4 Apply the textures to lights, in order to achieve specified effects 6.5 Adjust the textures to achieve the final effects 6.6 Complete test renders, and confirm the outcome with the client |
7. Finalise the design | 7.1 Present test renders to the client for approval 7.2 Make technical or design adjustments consistent with the feedback and with budgetary constraints 7.3 Finalise shading and texturing 7.4 Save and archive files in agreed formats and repository |
Evidence of the ability to:
comprehend design requirements
complete texturing and shading tasks according to brief requirements
create and apply textures to digital art
use and optimise software components for best performance
adhere to system requirements related to file sizes and formats
store completed file components to software and organisational requirements
develop textured, shaded and rendered models
integrate texturing activities into the overall production pipeline.
Note: If a specific volume or frequency is not stated, then evidence must be provided at least once.
To complete the unit requirements safely and effectively, the individual must:
discuss camera textures and filters that can be used to achieve shading and texturing effects
outline the features of software used for:
3-D modelling
appropriate file sizes and formats
digital image manipulation
lighting
rendering
scanning
the scheduling of production activities
shading
texturing
describe how to interpret design, texturing, and shading briefs
discuss digital image capture, using cameras and scanners
describe shader attributes and their optimisation
describe shader and texture mapping, and projection
discuss texturing and shading requirements for games.
Gather evidence to demonstrate consistent performance in conditions that are safe and replicate the workplace. Noise levels, production flow, interruptions and time variances must be typical of those experienced in the game development field of work, and include access to:
the appropriate computer hardware, software and peripheral devices
models and scenes to be shaded and textured
style shots
rendering briefs or specifications
the schedules.
Assessors must satisfy NVR/AQTF assessor requirements.