University certificate
The world's largest faculty of video games”
Introduction to the Program
El arte 3D es fundamental en el desarrollo de videojuegos: especialízate y alcanza el éxito en alguna de las grandes empresas de la industria”
De las últimas innovaciones que se han establecido en la industria del videojuego, una de las más importantes es la integración absoluta del arte 3D en la disciplina. Aunque ya lleva años siendo un elemento de cierto peso, en la actualidad es absolutamente imprescindible, por lo que los profesionales especializados en esta materia son muy codiciados.
Por esa razón, esta Postgraduate diploma en 3D Art for Video Games es la respuesta para todos aquellos trabajadores de la industria y alumnos que deseen garantizarse un futuro en este sector, ya que ofrece todos los conocimientos necesarios para alcanzar el éxito.
Así, a lo largo de esta titulación los alumnos podrán aprenderlo todo sobre arte 3D, modelado, diseño y gráficos de computador, por lo que recibirán una educación completa, profunda, integral y totalmente dirigida a los videojuegos, lo que les garantizará el acceso a grandes empresas de la industria. Por tanto, este programa 100% online y que se adapta a las diferentes circunstancias de sus estudiantes, es la respuesta para todos aquellos que busquen trabajar en este sector y aun no sepan cómo lograrlo.
Serás un experto imprescindible para tu empresa”
Esta Postgraduate diploma en 3D Art for Video Games contiene el programa más completo y actualizado del mercado. Sus características más destacadas son:
- El desarrollo de casos prácticos presentados por expertos en arte 3D aplicado a videojuegos
- Los contenidos gráficos, esquemáticos y eminentemente prácticos con los que está concebido recogen una información científica y práctica sobre aquellas disciplinas indispensables para el ejercicio profesional
- Los ejercicios prácticos donde realizar el proceso de autoevaluación para mejorar el aprendizaje
- Su especial hincapié en metodologías innovadoras
- Las lecciones teóricas, preguntas al experto, foros de discusión de temas controvertidos y trabajos de reflexión individual
- La disponibilidad de acceso a los contenidos desde cualquier dispositivo fijo o portátil con conexión a internet
Tienes talento y cuentas con muchas ideas: matricúlate y alcanza el éxito en la industria del videojuego”
El programa incluye en su cuadro docente a profesionales del sector que vierten en esta capacitación la experiencia de su trabajo, además de reconocidos especialistas de sociedades de referencia y universidades de prestigio.
Su contenido multimedia, elaborado con la última tecnología educativa, permitirá al profesional un aprendizaje situado y contextual, es decir, un entorno simulado que proporcionará una capacitación inmersiva programada para entrenarse ante situaciones reales.
El diseño de este programa se centra en el Aprendizaje Basado en Problemas, mediante el cual el profesional deberá tratar de resolver las distintas situaciones de práctica profesional que se le planteen a lo largo curso académico. Para ello, contará con la ayuda de un novedoso sistema de vídeos interactivos realizados por reconocidos expertos.
Las mejores compañías de videojuegos te están esperando"
El 3D Art for Video Games es una disciplina compleja y apasionante: no esperes más y realiza esta titulación"
Syllabus
This Postgraduate diploma in 3D Art for Video Games offers its students the best content so that they can apply them later in their professional careers. For that reason, they have been designed with an eminently practical approach, so that students are fully prepared to face all kinds of challenges in the field of 3D design, a delicate and complex issue to which companies in the industry pay special attention.
You won't find better content on 3D Art applied to Video Games”
Module 1. 3D Art
1.1. Advanced Art
1.1.1. From Concept Art to 3D
1.1.2. 3D Model Principles
1.1.3. Modeling types: Organic / Inorganic
1.2. 3D Max Interface
1.2.1. 3D Max Software
1.2.2. Basic Interface
1.2.3. Scene Organization
1.3. Inorganic Modeling
1.3.1. Modeling with Primitives and Deformers
1.3.2. Editable Polygon Modeling
1.3.3. Modeling with Graphite
1.4. Organic Model
1.4.1. Character Modeling I
1.4.2. Character Modeling II
1.4.3. Character Modeling III
1.5. Creation of UVs
1.5.1. Basic Materials and Maps
1.5.2. Unwrapping and Texture Projections
1.5.3. Retopology
1.6. Advanced 3D
1.6.1. Creation of Texture Atlas
1.6.2. Hierarchies and Bone Creation
1.6.3. Application of a Skeleton
1.7. Animation Systems
1.7.1. Biped
1.7.2. CAT
1.7.3. Own Rigging
1.8. Facial Rigging
1.8.1. Expressions
1.8.2. Restrictions
1.8.3. Controllers
1.9. Principles of Animation
1.9.1. Cycles
1.9.2. Libraries and Use of MoCap Motion Capture Files
1.9.3. Motion Mixer
1.10. Export to Engines
1.10.1. Export to Unity Engine
1.10.2. Models Export
1.10.3. Animation Export
Module 2. 3D Design
2.1. 3D in Video Games, Why is it Important?
2.1.1. History of Computer 3D
2.1.2. Implementation of 3D in Video Games
2.1.3. Techniques for 3D Optimization in Video Games
2.1.4. Interaction between Graphics Software and Game Engines
2.2. 3D Modeling: Maya
2.2.1. Maya's Philosophy
2.2.2. Maya's Capabilities
2.2.3. Projects Carried out with Autodesk Maya
2.2.4. Introduction to Modeling Tools, Rigging, Texturing, etc.
2.3. 3D Modeling: Blender
2.3.1. Blender's Philosophy
2.3.2. Past, Present and Future
2.3.3. Projects Made with Blender
2.3.4. Blender Cloud
2.3.5. Introduction to Modeling Tools, Rigging, Texturing, etc.
2.4. 3D Modeling: Zbrush
2.4.1. Zbrush's Philosophy
2.4.2. Integration of Zbrush into a Production Pipeline
2.4.3. Advantages and Disadvantages Compared to Blender
2.4.4. Analysis of Designs Made in ZBrush
2.5. 3D Texturing: Substance Designer
2.5.1. Introduction to Substance Designer
2.5.2. Substance Designer’s Philosophy
2.5.3. Substance Designer in Video Game Production
2.5.4. Substance Designer and Substance Painter Interaction
2.6. 3D Texturing: Substance Painter
2.6.1. What is Substance Painter Used For?
2.6.2. Substance Painter and its Standardization
2.6.3. Substance Painter in Stylized Texturing
2.6.4. Substance Painter in Realistic Texturing
2.6.5. Analysis of Textured Models
2.7. 3D Texturing: Substance Alchemist
2.7.1. What is Substance Alchemist?
2.7.2. Workflow of Substance Alchemist
2.7.3. Alternatives to Substance Alchemist
2.7.4. Examples of Projects
2.8. Rendering: Texture Mapping and Baking
2.8.1. Introduction to Texture Mapping
2.8.2. UV Mapping
2.8.3. Optimization of UV
2.8.4. UDIMs
2.8.5. Integration with Texturing Software
2.9. Rendering: Advanced lighting
2.9.1. Lighting Techniques
2.9.2. Contrast Balance
2.9.3. Color Balance
2.9.4. Lighting in Video Games
2.9.5. Resource Optimization
2.9.6. Pre-Rendered Lighting vs. Real-Time Lighting
2.10. Rendering: Scenes, Render Layers and Passes
2.10.1. Use of Scenes
2.10.2. Utility of Render Layers
2.10.3. Utility of the Passes
2.10.4. Integration of Passes in Photoshop
Module 3. Computer Graphics
3.1. Computer Graphics Overview
3.1.1. Computer Graphics Applications and Uses
3.1.2. Computer Graphics History
3.1.3. Basic Algorithms for 2D Graphics
3.1.4. 3D Transformations: Projections and Perspectives
3.2. Mathematical and Physical Basis for Simulations and Textures
3.2.1. Light Rays
3.2.2. Absorption and Scattering
3.2.3. Specular and Diffuse Reflection
3.2.4. Color
3.2.5. Bidirectional Reflectance Distribution Function (BRDF) Color
3.2.6. Energy Conservation and Fresnel F0 Effect
3.2.7. Key Features of Physically Based Rendering (PBR)
3.3. Image Representation: Nature and Format
3.3.1. Presentation: Theoretical Foundation
3.3.2. Digital Image Size: Color and Resolution
3.3.3. Uncompressed Image Formats
3.3.4. Compressed Image Formats
3.3.5. Color Spaces
3.3.6. Levels and Curves
3.4. Image Representation Textures
3.4.1. Procedural Textures
3.4.2. Quixel Megascans: Scanning Textures
3.4.2. Texture Baking
3.4.3. Normal Mapping and Displacement
3.4.4. Albedo, Metallic and Roughness Maps
3.5. Scene Rendering: Display and Lighting
3.5.1. Light Direction
3.5.2. Contrast
3.5.3. Saturation
3.5.4. Color
3.5.5. Direct and Indirect Light
3.5.6. Hard and Soft Light
3.5.7. Shadows: Basic Rules and Types
3.6. Rendering Hardware Evolution and Performance
3.6.1. The 1970s: The Advent of First 3D Modeling and Rendering Software
3.6.2. Architectural Orientation
3.6.3. The 1990s: Current 3D Software Development
3.6.4. 3D Printing
3.6.5. VR Equipment for 3D Visualization
3.7. 2D Graphics Software Analysis
3.7.1. Adobe Photoshop
3.7.2. Gimp
3.7.3. Krita
3.7.4. Inkscape
3.7.5. Pyxel Edit
3.8. 3D Modeling Software Analysis
3.8.1. Autodesk Maya
3.8.2. Cinema 4D
3.8.3. Blender
3.8.4. Zbrush
3.8.5. SketchUp
3.8.6. Computer-Aided Design (CAD) Software
3.9. 3D Texturing Software Analysis
3.9.1. Procedural Texturing in Maya
3.9.2. Procedural Texturing in Blender
3.9.3. Baking
3.9.4. Substance Painter and Substance Designer
3.9.5. ArmorPaint
3.10. 3D Texturing Software Analysis
3.10.1. Arnold
3.10.2. Cycles
3.10.3. Vray
3.10.4. IRay
3.10.5. Real-Time Rendering: Marmoset Toolbag
A unique, key and decisive learning experience to boost your professional development”
Postgraduate Diploma in 3D Art for Video Games
The technological innovation has allowed to improve the image processes of the audiovisual field, in the video game industry improving the graphic part is a necessity, especially at a time when the demand from consumers is too demanding. For this reason, at TECH Global University we decided to design the most complete and updated Postgraduate Diploma in 3D Art for Video Games in the educational market. Our program contains an innovative study plan that will provide the best content in the implementation of computer graphics. Thus, upon graduation, the professional will have the necessary skills to lead a creation process, in which the best modeling tools are applied.
Postgraduate Diploma in 3D Art for Video Games 100% online
This TECH Global University program has cutting-edge thematic axes, which will be fundamental to acquire all the information related to animation systems, texturing, image representation, computer graphics, as well as other topics of utmost relevance to develop efficiently in the workplace. In addition, throughout the course we will provide the necessary knowledge to undertake in this industry, so that the professional can not only work in large companies, but also create their own company if desired. On the other hand, our 100% online modality offers benefits of time and space, which are impossible to achieve from other educational modality.