Below are some results of the exam Game Art Pipeline during semester 3. This year the challenge was: create a real time helmet for current gen high profile platforms based on real reference.
Students had to show off their:
Modelling skills: Have an eye for shape, proportion, detail and spending the right amount of polygons in the right places while keeping in mind not to betray the fact that they modeling for real time application. Being able to decide what details go in normal maps or in the model.
Texturing skills and knowledge of PBR materials: Being able to create a convincing texture set that show skill in localization of wear, interpreting real materials and master the rules of PBR shading with use of Photoshop, Unreal Engine 4 and Sketchfab. Advanced tools such a Substance not yet allowed!
Presentation skills: How to build an interesting shot with a nice composition and lighting that makes the model alive, attractive and easy to read.