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Certificate IV in Digital Media Technologies: 3D Animation & Visual Effects
This course provides the skills and knowledge for an individual to be competent to design, develop and use digital media technologies in a 3D environment as well as working independently or as part of a larger development team. The course specifically covers how to Create 3D models, How to add textures to 3D Models, creating various forms of animation, adding textures to various 3D artwork and creating visually enhancing effects in a 3D environment.
The training is delivered via a number of high quality online learning environments including video and interactive audiovisual environments. The ACIT online learning portal provides the logical and sequential structure of the course. Students are given access to the learning portal which also provides the means to interact with their trainer, submit work, and receive feedback. Students are awarded the qualification on successful completion of the assessment activities and demonstration of competence in the workplace.
Section 1: INTRODUCTION TO DIGITAL TECHNOLOGIES
This subject introduces the fundamentals of Modeling covering the process of designing and building a 3D Models, including 3D human character that can be used for feature film, broadcast, and games. The subject begins with an overview of the tools and techniques used in character modeling, and how human anatomy is represented using 3D geometry. Once this foundation is in place, the rest of the subject goes step by step through the actual process used to model a simple human character from the ground up, including facial features, musculature, and details such as hair and clothing.
- Extruding edges and faces
- Working symmetrically
- Setting up the image planes
- Creating the basic facial structure and features
- Modeling and fleshing out the body
- Creating the hair with extruded NURBS curves
- Modeling clothes
- Putting on finishing touches
This subject Textures and Materials takes an in-depth look at the art of creating lifelike skins and textures for three-dimensional surfaces using one of the world’s most widely used 3D packages. This subject covers popular material and shader types, including mental ray ProMaterials, methods for properly positioning maps, and some of the lesser-known advanced features of the Material Editor.
- Creating surfaces and textures with maps
- Making 3D object surfaces look believable
- Mapping sub-object materials
- Layering images with composite maps
- Creating realistic glass and reflections
- Using mental ray Arch & Design and ProMaterials
- Exploring the Material Library
Character Animation subject demonstrates the basic principles of character animation that help bring simple 3D characters to life. Starting with an overview of the character rig, through to creating strong poses and explains how to animate from pose to pose in an organized fashion. The subject also covers animating realistic gestures, walks, and runs; explores the basics of facial expressions and dialogue; and culminates with an animated scene built entirely from scratch.
- Posing digital characters
- Creating stock poses
- Understanding forces, character motion, and secondary motion
- Key framing initial poses
- Animating weight shifts and pose-to-pose transitions
- Animating walks and runs
- Adding personality to a walk
- Animating facial movement: blinks, head turns, and mouth movement
- Animating an entire scene
This subject introduces the students to the three unique lighting setups in interior scenes, starting with direct daylight, then moving to applying materials such as paint sheens, metallic finishes, glass, and wood—textures you would find in any home. Then how to create a daylight system, adding in photographic exposure to see light like you would through a camera. Then learn how to use interior lights and sky portals to light dusk and night shots.
- Creating and applying materials with luster and shine
- Creating a daylight system
- Casting light from interior lighting fixtures
- Lighting with sky portals
- Creating an ambient occlusion rendering pass
- Fine-tuning Final Gather and lighting
- Adding depth of field, highlights, and glow
In this subject, it shows a wide variety of particle special effects including smoke, water, and explosions. The subject provides a detailed explanation of both event and non-event particle systems , in addition to addressing the importance of a particle’s material, the use of Space Warps and Deflectors, and creating fluid effects using MetaParticles. In the course, which show practical techniques for creating ocean water for underwater scenes, mudslides, and more.
- Controlling particle timing, quantity, and rotation
- Comparing particle system types, such as PArray, Super Spray, and more
- Using instanced particles to customize a particle’s shape
- Understanding how to set up a particle flow
- Wiring PFlow operators and tests to change particle behaviour
- Creating realistic-looking particles using maps
- Adding Gravity and Wind
- Using Space Warps like Vortex, Motor, and PBomb
- Making particles follow a path
- Spawning particles
- Creating realistic smoke
Section 2: Microsoft Office Applications
This subject allows students to take all of the fundamentals that have been learnt in the course and combine them into 1 project presentation.
Firstly taking a concept from the initial stages from Design to development. Creating 3D models and then creating and adding the textures to the models and the environment of the scene. From this stage moving into adding the desired lighting structure to the scene as well as adding animation and visual effects to complement the final rendered scene.