ALL OUR COURSES ARE HELD IN ITALIAN.

IT IS THEREFORE NECESSARY TO HAVE GOOD KNOWLEDGE OF THE ITALIAN LANGUACE
(WRITTEN AND ORAL, AT LEAST B2 LEVEL)

Master in Game Assets

Course in Character and Environment creation for Videogames.

Our course in Videogame Assets forms professional and specialized 3D Artists and Digital Sculptors for the gaming field. Our Master in Game Assets is aimed at those who, inside the complex production workflow, who want to work in the production stage of creating 3d models of characters, environments and props, which constitute the visual world of videogames.

The educational path of Game Art 3D teaches the advanced techniques of modeling (low poly and high poly) of characters and environments for Videogames by means of professional software like Autodesk Maya and Zbrush. The next step sees the creation of texture in Photoshop and surfacing in Substance Painter and Substance Designer, followed by the rigging module. Our students learn how to handle the import of assets rendered in Marmoset Toolbag inside the real-time rendering engines, Unity and Unreal Engine.

To attend the Master in Asset Creation for Videogames a basic knowledge of one 3D software minimum is required: Maya, Blender or 3ds Max.

The entire educational path provides theoretical lessons and production practice sessions, with the aim of creating products that are in line with the standard of the gaming industry. All students are guided in the making of a personal portfolio and professional reel.

PRE-REQUIREMENTS

Excellent knowledge of the main operating systems (Windows).
Knowledge of at least one 3D software (Maya, Blender or 3ds Max).

START OF COURSE

Start date: October 2022
Duration: 7 months + master thesis

(Limited enrolment course – places available)

CERTIFICATION ISSUED

Official Autodesk Certification
Rainbow Academy Diploma
Certificate of Attendance

TEACHING METHOD

Rainbow Academy is the only Italian reality that blends formation and work, being part of a proper International Production Industry.
It is a perfect mix of the reality of a workplace such as that of the Rainbow group and the professionalism of its teachers, all established professionals who guide their students step by step in the creation of their own productions. Students experience all the production stages first-hand and complete materials that are then featured in their own Portfolios or professional Reels.

GOALS AND SKILLS

Our Master in Assets for Videogames forms professionals capable of creating characters, gaming environments, props and weapons that normally populate the world of videogames.
Our aim is the formation and development of technical and artistic skills that are fundamental to become Game Artists, one of the most sought-after profiles in the Entertainment business.
Game Artists are specialized professional figures linked to the world of 3D and computer graphics, who have optimizing assets for real time rendering engines as their goal.

CAREER OPPORTUNITIES

Character design for videogames, (FPS, Adventure and App)
Background Artist for Videogames and Cinema
Game Artist and Visual Designer
Surface Artist for Videogames and Cinema
Texture Artist for Videogames and Cinema
3D Modeling of characters and creatures, Mecha, Environments and Props

DIDACTIC
PROGRAMME

POLYGONAL MODELING IN MAYA

Introduction to Autodesk Maya software
Interface and general tools
Modeling Tools
High poly and low poly Modeling
Different techniques of high poly modeling
Introduction to UV
Introduction to modular modeling, blocking in Unreal
Environment Modeling I / Environment Modeling II
Environment Modeling III / Environment Modeling IV
Retopology

SCULPT MODELING IN ZBRUSH

Interface
Sculpt Modeling aimed at the creation of a character
Concept Analysis
Head rough sculpt
Whole body modeling
Reproject – Detail
Prop Modeling
Position – Fibermesh
Polypaint and texture
Lighting in Zbrush
Multipass and comp – Notions of Retopology
Retopology – Head – Notions of topology

PHOTOSHOP FOR GAMES

Texture, texture tile, levels, filters
Practice and use of Photoshop

SURFACING CHARACTER IN SUBSTANCE PAINTER

Interface, baking, normal, cage, xnormal
Substance painter tools I / Substance painter tools II
Texturing and painting I – study of materials and creation of base materials
Texturing and painting II – use of generators and fill layers
Texturing and painting III – new channels, filters, effects
Texturing and painting IV – projection of décor elements, baking maps
Texturing and painting V – finalization
Substance painter tools tile – creation of tiles

ENVIRONMENT SURFACING IN SUBSTANCE DESIGNER

Interface – basic tools and nodes
node management workflow
Main nodes for texture creation
Main nodes for creating materials
Texture differentiation methods
Texture tile management in Unreal using vertex paint, masks, decals I
Texture tile management in Unreal using vertex paint, masks, decals II

MARMOSET TOOLBAG FOR RENDERING

Export and setup for Marmoset
Optimization and final export

UNREAL ENGINE

From Maya to Unreal: interface – import and visualization

UNITY

From Maya to Unity: interface – import and visualization

RIGGING

Introduction to the concept of Rigging, functions, deformation, setup, practice
Animation rigging workflow, controls, skinning, blend-shapes, driven key

ASSET DELIVERY AND PORTFOLIO CREATION

Modeling and Surfacing of a Character and an Environment

RECAP MASTER

DURATION: 7 months + summer or winter holidayst

HOURS: 520 hours of Didactic and Production

CALENDAR:
Monday, Wednesday, Friday from 9.00 to 13.15 (didactic)
Tuesday and Thursday from 9.00 to 13.15 (compulsory production)
It is possible to attend the course either in presence or online.

SOFTWARE: Adobe Photoshop, Autodesk Maya, ZBrush, Substance Painter and Designer, Marmoset Toolbag, Unity, Unreal

COST: € 7.564 (including legal fees)