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There has been a recent movement away from traditional 3D modelling tools, where users work with paradigms based on computer graphics such as vertices and polygons, to 3D modelling tools which mimic more traditional forms of art creation such as carving from wood or sculpting from clay, as in the popular tool ZBrush. Likewise, the increasing affordability and availability of technologies such as Virtual Reality and Haptics have brought other art forms, such as painting in the case of Google’s Tilt Brush, into 3D and allowed for new forms of digital expression. In this course, students will learn about the latest methods and technologies for creating 3D art works through digital sculpting. This course covers digital sculpting through to texture mapping, retopologising into traditional polygonal models, and rigging and integration into games. Students will also learn about cutting edge technologies in VR and Haptics for creating 3D art works, and future directions and research trends in the area.
On successful completion of the course, students will be able to:1. Demonstrate foundational sculpting skills by creating a physical clay maquette that shows clear form, proportion, silhouette, and design intent.2. Translate a physical sculpt into a digital workflow, using reference, iteration, and established pipeline practices to maintain design consistency and improve the final result.3. Create industry-aligned character or creature sculpts in ZBrush, applying principles of anatomy (as relevant), shape language, and surface variation.4. Build clean, production-ready topology in Maya suitable for animation and/or real-time game use, with attention to deformation, edge flow, density, and optimization.5. Develop UVs and prepare assets for texturing, applying correct naming conventions, organization, and file management practices to reduce technical errors.6. Texture and surface assets using Substance Painter and Photoshop, producing materials that communicate story, scale, and realism or stylization appropriate to the design goals.7. Create and integrate clothing and accessories (including optional workflows with Marvelous Designer) that enhance character storytelling while meeting technical constraints.8. Pose and present characters professionally, using clear staging, lighting/presentation strategies, and accurate output formats for critique, portfolio use, or platform integration.9. Evaluate consumer-ready character work by identifying current industry expectations, quality benchmarks, and common production pitfalls through examples, lectures, and critiques.10. Communicate process and problem-solving clearly by producing a concise “how-to” guide on a topic related to the character build, supported by research and demonstrated in practice.11. Integrate assets into different platforms/pipelines, preparing files and exports in formats appropriate to animation, games, or real-time presentation workflows.12. Collaborate and engage professionally through participation in critiques, workshops, and guest speaker sessions, using feedback to refine both design and technical execution.
PROD241
Students must attend one activity from each section.
Nikki Dunsire
Alison Lowery
Domestic fee $1,190.00
International fee $6,488.00
* All fees are inclusive of NZ GST or any equivalent overseas tax, and do not include any programme level discount or additional course-related expenses.
For further information see School of Product Design on the departments and faculties page .