DGAT Orientation
Online
₹ 455 3,499
Quick facts
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Medium of instructions
English
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Mode of learning
Self study
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Mode of Delivery
Video and Text Based
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Course overview
The Complete Digital Game Artist Trainer certification course was developed by Game Institute Inc., a learning platform devoted to supporting game development training, certification, and diploma, and is delivered by Udemy which is aimed at people who want to work as professional game artists using technologies such as Unity, Blender, and Photoshop. The Complete Digital Game Artist Trainer online course revolves around developing basic abilities for tasks related to digital game art, 3d art, 3d modeling, and game environmental design.
The Complete Digital Game Artist Trainer online classes are divided into 4 key areas, beginning with the principles of visual design and game design and progressing to concepts such as 3d modeling and sculpting. This course includes 42 hours of thoroughly prerecorded lectures, as well as 27 articles and 258 downloadable resources covering anatomy, subd modeling, texturing, shading, transform orientation, UV unwrapping, smoothing, and many more.
The highlights
- Certificate of completion
- Self-paced course
- 42 hours of pre-recorded video content
- 27 articles
- 258 downloadable resources
Program offerings
- Online course
- Learning resources. 30-day money-back guarantee
- Unlimited access
- Accessible on mobile devices and tv
Course and certificate fees
Fees information
certificate availability
certificate providing authority
What you will learn
After completing The Complete Digital Game Artist Trainer online certification, individuals will obtain a detailed knowledge of the fundamentals and advanced concepts and principles associated with creating digital game art and 3d art. Individuals will learn the principles of game creation as well as the elements of digital design and game design. Individuals will learn about anatomy, 3d modeling, subd modeling, texturing, sculpting, UV unwrapping, smoothing, brush mixing, and shading, among other elements used in making digital game art. Individuals will also gain a better understanding of the functions of game development software such as Unity, Photoshop, and Blender.
Who it is for
The syllabus
Orientation
Elements of Visual Design
- Introduction to Elements of Visual Design
- Balance
- Unity
- Gradation
- Harmony
- Dominance
- Repetition
- Contrast
- Gestalt
- Space
- Symmetry and Asymmetry
- Gathering and Filtering
- Style Guides
- Form and Structure
- Silhouette and Visual Reference
- Tonal Studies
- Light
- Ball Study
- Visual Depth
- Tactile Texture/Visual Texture/Pattern
- Volume
- Visual Narrative I
- Visual Narrative II
- Final Practical
3D Modeling I
- Getting Started
- Basic Blender Interface
- Viewport Configuration and Layout
- Display Settings and Menu Rollouts
- Select, Undo/Redo, and Space Search
- Rendering an Image
- Viewport Controls and Settings
- Transforms and User Preferences
- Select and Deselect
- Primitives
- Append
- Primitive Properties
- 3D Cursor and Object Position
- Edit and Object Mode
- Grease Pencil
- Pivots and Object Origin
- 3D Cursor
- Transform Orientation and Duplicate
- Polygon, Vertex, and Edge
- Object Mode Keys
- Edit Mode Keys
- Limit Selection to Visible
- Viewport Shading and Smoothing
- Insert, Delete, Dissolve Edge
- Edge Split and Create Edge
- Merge
- User Preferences and Key Commands
- Outliner
- Modifiers
- Piling Modifiers
- Snaps (Edit and Object Mode)
- Snap to Grid
- Splines
- Rendering Splines
- Splines in Edit Mode
- Curve Modifier
- Path Deform Process
- Bevel with Contour Controls
- Lathe
- Mirror and Symmetrize
- Insert
- Intersect Tool
- Fill, Bridge, and Grid Fill
- Bend
- Pivot Positioning
- Fill
- Grease Pencil Revisited
- Duplicate and Linked Duplicate
- Appending and Saving Selected
- Layers
- Boolean
- Smooth Shading
- Arrays
- Solidify
- Subdivide
- Proportional Editing
- Mesh Deform
- Basic Light Settings
- Basic Edge Placement for Sub D Surfaces
- Final Practical
Texture Maps and Digital Paint
- Getting Started
- Photoshop Texture Maps
- Custom Brushes
- Style Sheets and Ortho Concepts
- Creature Design
- DDO, NDO, and 3DO in Photoshop
- Quixel
- Map Types
- What is Physically Based Rendering?
- Ambient Occlusion (AO) Maps
- ID Maps
- Using the Quixel Suite
- Using NDO I
- Using 3DO I
- NDO Practical
- Accessing Material ID Links
- Using DDO I
- Saving DDO Smart Materials
- Using DDO II
- Using DDO III
- Create Base (Albedo / Specular / Reflection / AO / Normal)
- Lowering Preview Resolution and Viewing IDs in Real Time
- Combining Normal Information
- Layers and Blending Modes in DDO
- The Mask Editor and Mask Paint
- Brush Combining in Photoshop and Blender
- Grouping Layers
- Final Practical
3D Modeling II
- Getting Started
- Basic Photoshop
- Tile Texture
- Wacom Tablet Properties
- Layers
- Lights
- Sizing and Saving Texture Maps
- Texel Density
- Basic UV Unwrap
- The UV Editor
- Adding Maps to Objects
- Auto and Smart Unwrap
- To Sphere
- Unwrap Follow Active Quads
- Setting Seams for UVW Unwrap
- Smoothing and UV Elements
- Element Selection
- Positioning of Unwrap Elements
- Weld, Stitch, and Breaking UV Elements
- Relaxing UV Vertices and Elements
- Packing UV Elements
- Mesh Smooth and Edge Crease
- Cycles in Blender
- Texture Paint
- Basic Sculpt
- Baking ID Maps
- Baked Textures
- Creating Normal Maps
- Sub-D Modeling Intro
- Final Practical
3D Modeling III
- Getting Started
- Anatomy (Hands)
- Anatomy (Feet)
- Anatomy (Head)
- Anatomy (Arm, Leg)
- Anatomy (Chest, Back)
- Anatomy (Creature, Cat)
- Anatomy (Creature, Horse)
- Anatomy (Bird)
- Anatomy (Creature, Dinosaur)
- Anatomy (Structural Design - Wings)
- Edge Flow, Relaxed Edge Flow
- Anatomy and Edge Flow
- Supporting Edges (Structural)
- Supporting Edges (Curved Mesh)
- Mirror and Edge Flow
- Weighted Vertices
- Armature in 3D (Skin Modifier)
- Edge Flow for Animated Meshes
- Fixing Texture Seams
- Digital Sculpting
- Solidify to Set Up Clothing
- Script UV Squares Master
- Script Mesh Align to G Pencil
- Final Practical
Elements of Digital Design
- Getting Started
- Stylized 3D Character
- Man-Made Prop
- 3D Tree
- Underwater Vehicle
3D Sculpture
- Getting Started
- Orthographic Planes
- Alpha Settings and Transparency
- X-Ray
- Blocking Out the Leg
- Adding the Mirror Modifier
- Defining the Back of the Neck
- Creating the Feet
- Creating the Head I
- Creating the Head II
- Creating the Hands I
- Creating the Hands II
- Creating the Arms
- Creating the Toes
- Eyes and Teeth
- Final Base Mesh (Ready for Sculpt)
- The Multiresolution Modifier
- Setting Up the Sculpt Menu
- Laying Down Clay Strips
- Refining the Sculpt
- Sculpting Details
- Duplicate Mesh, Create Low and High Variation
- Spaced (Relax) Vertices and Tight Mesh Areas
- Texture Projections
- Projection Snaps and Retopo
- Final Practical
SubD Modeling
- Getting Started
- Add/Delete Edge Loops to Define Volumes
- Unwrapping Separate Objects (Sub-Objects)
- Baking Normal Maps (Blender)
- Baking Normal Maps (XNormal)
- Apply Normal Maps to Mesh
- Texture Paint Mode and Brushes
- Mirror in Paint Mode
- Stencils
- UV Unwrap Guidelines
- Normal Map Errors and Extreme Stretching
- Normal Map Elements (XYZ, Color, Designation)
- Additional Projects
- Final Practical
3D Modeling I (Blender 2.8)
- Getting Started
- Basic Blender Interface
- Viewport Configuration and Layout
- Display Settings and Menu Rollouts
- Select, Undo/Redo, and Search
- Rendering an Image
- Viewport Controls and Settings
- Transforms and User Preferences
- Select and Deselect
- Primitives
- Append
- 3D Cursor and Object Origin
- Edit and Object Mode
- Grease Pencil
- 3D Cursor, Pivots, and Object Position
- Transform Orientation and Duplicate
- Polygon, Vertex, and Edge
- Object Mode Keys
- Edit Mode Keys
- Edit Mode Selection
- Viewport Shading and Smoothing
- Insert, Delete, Dissolve Edge
- Edge Split and Create Edge
- Merge
- User Preferences and Key Commands
- Outliner
- Modifiers
- Piling Modifiers
- Snaps (Edit and Object Mode)
- Snap to Grid
- Splines
- Rendering Splines
- Splines in Edit Mode
- Curve Modifier
- Path Deform Process
- Bevel with Contour Controls
- Lathe/Spin
- Mirror and Symmetrize
- Inset
- Fill, Bridge, and Grid Fill
- Bend
- Duplicate and Linked Duplicate
- Boolean
- Smoothing Groups
- Arrays
- Solidify
- Subdivision Surface
- Proportional Editing
- Mesh Deform
- Basic Light Settings
- Basic Edge Placement for Sub D Surfaces