Application
This unit describes the skills and knowledge required to design and create models for a 3-D and digital effects environment using complex topology, specified geometry surfaces, and advanced model builds.
It applies to individuals with high-level mathematical, technical and communication skills working as concept artists, game designers, games programmers, animators, and other personnel working in the game development industry.
No licensing, legislative or certification requirements apply to this unit at the time of publication.
Elements and Performance Criteria
ELEMENT | PERFORMANCE CRITERIA |
Elements describe the essential outcomes. | Performance criteria describe the performance needed to demonstrate achievement of the element. |
1. Design and plan a 3-D model | 1.1 Research and collect a portfolio of reference material 1.2 Present the portfolio of collected reference material 1.3 Use reference material to develop and design a modelling plan |
2. Use suitable geometry surface for models | 2.1 Research the different types of geometry to select the most suitable for a 3-D model 2.2 Clearly document the selected geometry choice 2.3 Explain, justify and demonstrate the reasons for the selected geometry choice 2.4 Apply the selected geometry choice to 3-D model 2.5 Make changes to the geometry selection where necessary |
3. Analyse the resource material to construct and apply a suitable topology | 3.1 Construct and test a topology plan using chosen concept development software 3.2 Explain or demonstrate the reason for choosing a particular modelling method 3.3 Assess and refine the topology plan with the client and relevant personnel |
4. Construct a 3-D model | 4.1 Use a modelling plan to construct the model, in the chosen 3-D modelling and animation software 4.2 Build the model, according to specifications 4.3 Present the near-finished product to the relevant personnel 4.4 Accept feedback to incorporate into the final design 4.5 Assess and refine the model with clients and the relevant personnel 4.6 Compose a report on the experience of working on a 3-D model |
Evidence of Performance
Evidence of the ability to:
research and build a portfolio of reference material
prepare a topology plan for a 3-D model design using:
appropriate industry terminology
appropriate geometry surfaces
concept development software
feedback from others to refine the plan
use software to construct an advanced 3-D model according to plan, and use feedback from others to refine the model.
Note: If a specific volume or frequency is not stated, then evidence must be provided at least once.
Evidence of Knowledge
To complete the unit requirements safely and effectively, the individual must:
outline methods of sourcing reference material
summarise the key aspects of a modelling plan
discuss geometry surfaces, including:
NURBS
Sub-D
Polygon
T-splines
explain the digital model development process
explain the technology requirements and human resources required to create 3-D models, and their respective skills
explain box, edge-loop and patch modelling
summarise the capabilities and constraints of 3-D modelling packages
outline why it is important to schedule each production component
explain features of topology plans
discuss the uses of storyboards and scripts.
Assessment Conditions
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:
computer hardware and software
games engines
file storage.
Assessors must satisfy NVR/AQTF assessor requirements.
Foundation Skills
This section describes language, literacy, numeracy and employment skills incorporated in the performance criteria that are required for competent performance.
Skill | Performance Criteria | Description |
Reading | 1.1, 1.3, 2.1, 4.1, 4.2 | Interprets, analyses, and comprehends conceptual and specification information to inform job requirements Organises, evaluates and critiques ideas and information, from a range of complex texts, to determine which geometry and topology will best suit the 3-D model |
Writing | 1.2, 1.3, 2.2, 2.3, 3.2, 3.3, 4.4, 4.5, 4.6 | Transforms creative ideas into readily-understood information for specific audiences Develops material about the advantages and limitations of different technologies, using clear language to convey information and requirements |
Oral Communication | 1.2, 2.3, 3.2, 3.3, 4.4, 4.5 | Elicits information using effective listening and open-questioning techniques Speaks clearly and concisely, converting highly technical language and terminology to plain English, when providing information |
Numeracy | 2.2, 2.4, 2.5, 3.1, 4.1, 4.2, 4.4 | Develops mathematical representations of any three-dimensional surface of objects using whole numbers, decimals and percentages when manipulating measurement, scale, ratio, coordinates, colour, shading and other 3-D modelling elements Interprets numerical data in order to decipher technical charts, diagrams, and other specifications |
Get the work done | All | Sequences and schedules complex activities, monitors implementation and manages relevant communication Implements actions as per the plan, making slight adjustments if necessary, and addressing some unexpected issues Makes a range of critical and non-critical decisions in relatively complex situations, taking a range of factors into account Uses feedback and evaluation of results to inform decisions about future improvement Utilises a broad range of features within digital applications for specific purposes |
Sectors
Game development