Copy and paste from the following data to produce each assessment task. Write these in plain English and spell out how, when and where the task is to be carried out, under what conditions, and what resources are needed. Include guidelines about how well the candidate has to perform a task for it to be judged satisfactory.
Required skills
analytical skills to evaluate technical requirements of shading and texturing against resources and timeframes
communication skills to liaise with project team and clients
initiative and enterprise skills to:
devise efficient and innovative approaches to texturing and shading
provide practical support and give feedback to colleagues and management
literacy skills to read technical documents and specifications
planning and organisational skills to manage time and resources
technical skills to use related computer graphics applications.
Required knowledge
camera textures and filters to achieve shading and texturing effects
features of software used for:
3-D modelling
appropriate file sizes and formats
digital image manipulation
lighting
rendering
scanning
scheduling of production activities
shading
texturing
how to interpret design, texturing and shading briefs
digital image capture using cameras and scanners
shader attributes and their optimisation
shader and texture mapping and projection
texturing and shading requirements for games.
The range statement relates to the unit of competency as a whole. It allows for different work environments and situations that may affect performance. Bold italicised wording, if used in the performance criteria, is detailed below. Essential operating conditions that may be present with training and assessment (depending on the work situation, needs of the candidate, accessibility of the item, and local industry and regional contexts) may also be included.
The brief may include: | illustrations storyboards technical specifications verbal or written instructions. |
Client may include: | 3-D artists animators art directors designers external clients modellers technical directors. |
Design and technical constraints may include: | budget design specifications file formats for output and end use technical requirements. |
Software may include: | 3-D Studio Max Animator Pro AutoCAD AutoCAD Revit 9 Blender Bodypaint Cinema 4D Combustion CorelDraw Deep paint Electric Image Form Z Houdini Illustrator Lightwave Maya Photoshop Pixie POV-Ray Renderman Rhino Shake Soft Image or XSI Z Brush. |
Shaders may include: | Blinn cell shaders Lambert Phong realistic shaders toon shaders. |
Textures may include: | brick cloth glass latex leather metal skin sky stone textiles wood. |
Attributes may include: | ambient colour colour diffusion incandescence reflectivity refraction specularity translucence transparency. |
Resolution may include: | 1024 x 1024 pixels 128 x 128 pixels 720 x 720 pixels. |
Capture real-world textures may include: | digital photography film photography scanning. |
Art media may include: | acrylic paint airbrush charcoal crayon gouache ink ink wash oil paint pen pencil tusche watercolour. |
Texture-mapping method may include: | bump maps colour mapping displacement maps reflection maps specular mapping transparency maps. |
Projection-mapping method may include: | cubic cylindrical planar spherical tiling. |
Copy and paste from the following performance criteria to create an observation checklist for each task. When you have finished writing your assessment tool every one of these must have been addressed, preferably several times in a variety of contexts. To ensure this occurs download the assessment matrix for the unit; enter each assessment task as a column header and place check marks against each performance criteria that task addresses.
Observation Checklist