460-2026/03 – Modeling in Graphic Applications (MGA)
Gurantor department | Department of Computer Science | Credits | 4 |
Subject guarantor | Ing. Martin Němec, Ph.D. | Subject version guarantor | Ing. Martin Němec, Ph.D. |
Study level | undergraduate or graduate | Requirement | Optional |
Year | 3 | Semester | summer |
| | Study language | Czech |
Year of introduction | 2019/2020 | Year of cancellation | |
Intended for the faculties | FEI | Intended for study types | Bachelor |
Subject aims expressed by acquired skills and competences
The main goal of this course is to introduce a professional tool for graphics 3D modeling (Blender). Students will be able to create complex 3D models (textures, AO, normal maps, etc.). The models used in the project from course Principles of Computer Graphics. After graduation student will be able to use professional 3D tool Blender (animation, physic, etc.).
Teaching methods
Lectures
Tutorials
Project work
Summary
The main goal of this course is to introduce a professional tool for graphics 3D modeling (Blender). Blender can be used for modeling, UV unwrapping, texturing, rigging, water simulations, skinning, animating, rendering, particle and other simulations, non-linear editing, compositing, and creating interactive 3D applications
Compulsory literature:
Blender [online]. [2009] [cit. 2009-01-21]. WWW: www.blender.org.
John M Blain: The Complete Guide to Blender Graphics: Computer Modeling and Animation, 2012, CRC Press, 978-1466517035.
Recommended literature:
Roland Hess: Animating with Blender: How to Create Short Animations from Start to Finish, 2008, Focal Press, ISBN-10: 0240810791.
Way of continuous check of knowledge in the course of semester
Working out a series of tasks from tutorials. Carrying out the project.
E-learning
Other requirements
Additional requirements are placed on the student.
Prerequisities
Co-requisities
Subject has no co-requisities.
Subject syllabus:
The exercises will focus on modeling in Blender and practical usage in Unreal Engine.
1. History of 3D modeling, current possibilities, and tools. Basic introduction to Blender. Basic user interface setup, working in edit mode, modeling basic objects.
2. Textures and materials, texture baking. Lighting definition, rendering setup. Using the three-point lighting model. UV mapping and applying textures.
3. Various models and their practical application (mesh, curves, surfaces, etc.), basic modeling techniques.
4. Object modeling, import-export, and their usage in Blueprint.
5. Creating basic animations using frame keying. Cinematic.
6. Particle systems, game engines.
7. Introduction to fluid dynamics. Physics calculation.
8. Using constraints in animation creation.
9. Script programming (Python, C++, Blueprint).
Project Content:
The final project will consist of a scene containing models with baked textures. The scene will be visualized in Unreal Engine or the ZPG project.
Conditions for subject completion
Occurrence in study plans
Occurrence in special blocks
Assessment of instruction