Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
Week |
Subject |
Materials Sharing * |
|
Related Preparation |
Further Study |
1) |
Course orientation, course content introduction and acquaintance. |
|
|
2) |
3D concept, coordinate system, epure drawing system. |
|
|
3) |
Software interface, basic objects handling and moving. |
|
|
4) |
Display settings and perspective manipulation tools, advanced basic objects, two-dimensional objects. |
|
|
5) |
Modifiers that make two-dimensional objects three-dimensional and Loft Modeling. |
|
|
6) |
Cylindrical object construction and Spline Modeling with Lathe. |
|
|
7) |
Converting and detailing models created with Bezier lines into polygon objects. |
|
|
8) |
Midterm |
|
|
9) |
Geometry Nodes |
|
|
10) |
Animation Nodes |
|
|
11) |
Rigidbody Animations |
|
|
12) |
Material Editor |
|
|
13) |
Light and Render settings |
|
|
14) |
Finalterm |
|
|
Course Notes / Textbooks: |
The Complete Guide to Blender Graphics: Computer Modeling & Animation 7th Edition, John M. Blain, A K Peters Ltd, 2022
Learning Blender 3rd Edition, Oliver Villar, Addison-Wesley Professional 3rd Edition, 2021
Beginner’s Guide to Creating Characters in Blender, 3dtotal Publishing, 3DTotal Publishing, 2021
Introduction to Blender 3.0: Learn Organic and Architectural Modeling, Lighting, Materials, Painting, Rendering, and Compositing with Blender, Gianpiero Moioli, Apress, 2022
Blender 2D Animation: The Complete Guide to the Grease Pencil, John M. Blain, A K Peters/CRC Press, 2021
Lighting for Animation: The Art of Visual Storytelling, Jasmine Katatikarn, Michael Tanzillo, Routledge, 2016
Light for Visual Artists Second Edition: Understanding and Using Light in Art & Design 2nd Edition, Richard Yot, Laurence King Publishing, 2019
Digital Lighting And Rendering 2nd Edition, Jeremy Birn, New Riders Pub, 2006
|
References: |
3D Photorealistic Rendering: Interiors & Exteriors with V-Ray and 3ds Max, Jamie Cardoso, A K Peters/CRC Press, 2016
Deconstructing the Elements with 3ds Max: Create Natural Fire, Earth, Air and Water without Plug-ins 3rd Edition, Pete Draper, Routledge, 2008
Game Engine Architecture 3rd Edition, Jason Gregory, A K Peters/CRC Press, 2018
3D Graphics Rendering Cookbook: A comprehensive guide to exploring rendering algorithms in modern OpenGL and Vulkan, Sergey Kosarevsky, Packt Publishing, 2021
Real Time Visual Effects for the Technical Artist, Chris Roda, CRC Press, 2022
Real-Time Rendering 4th Edition, Tomas Akenine-Möller, Eric Haines, Naty Hoffman, A K Peters/CRC Press, 2018
Fundamentals of Computer Graphics 5th Edition, Steve Marschner, Peter Shirley, A K Peters/CRC Press, 2021
Production Pipeline Fundamentals for Film and Games, Renee Dunlop, Routledge, 2014
The Complete Guide to Photorealism for Visual Effects, Visualization and Games, Eran Dinur, Routledge, 2021
|
(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
|
Programme Learning Outcomes |
Contribution Level (from 1 to 5) |
1) |
Designs visual elements creatively and comprehensibly in Cartoon and Animation. |
5 |
|
1.1 Gains the requirements of design and visual communication in animation. |
5 |
|
1.2 It produces original and creative films. |
5 |
|
1.3 It designs and presents the message to be given in accordance with the target audience. |
4 |
|
1.4 It adopts independent decision making while designing. |
5 |
|
1.5 Applies the principles of Cartoon and Animation. |
5 |
|
1.6 Follows and applies technologies in the field. |
4 |
|
1.7 It adopts design principles. |
2 |
|
1.8 Understands the equipment that can demonstrate and develop professional knowledge and skills in the animation industry. |
2 |
2) |
Adopts the principle of being original in Cartoon and Animation. |
1 |
|
2.1 It respects the copyrights of works by other artists or designers. |
1 |
|
2.2 The study reaches the target audience by analyzing the areas it will produce. |
3 |
3) |
Synthesizes different disciplines in Cartoon and Animation. |
2 |
|
3.1 Synthesizes social events, history and art |
2 |
|
3.2 He/She presents his/her works in workshops, festivals and exhibitions in his/her country or in different countries of the world. |
3 |
4) |
Applies the theoretical knowledge that he learned by being in business life for a half year. |
2 |
|
4.1 Experience all processes in business life. |
2 |
|
4.2 It takes part in activities related to the field of education in a company operating in its field. |
2 |
|
4.3 Compares theoretical knowledge with practice. |
5 |
|
4.4 Absorbs the knowledge and experience gained in the field. |
2 |
5) |
Gains advanced competencies developed in line with the expectations of the business world and society and defined as the institutional outcomes of our university. |
3 |
|
5.1 Gains the ability to analyze problems, solve problems and manage conflicts. |
3 |
|
5.2 It takes duties and responsibilities as a team member in environments that require solving problems, and leads when necessary. |
2 |
|
5.3 Has ethical and social responsibility awareness. |
3 |
|
5.4 Supporting what they have learned with quantitative and qualitative data; transfers systematically and impressively to the groups outside and outside the field by using written, verbal and visual communication tools. |
3 |
|
5.5 Evaluate the norms and standards existing in the works that he takes responsibility from a critical perspective. |
4 |
|
5.6 It develops strategic, innovative and entrepreneurial ideas. |
4 |
|
5.7 Gains the ability to manage change. |
5 |
|
5.8 It shows personal and social development with lifelong learning awareness. |
4 |
|
5.9 It follows the developments in advanced technologies and digital transformation. |
4 |
|
5.10 It has cultural awareness and transfers it to groups outside and outside the field. |
4 |
|
5.11 Has awareness of citizenship competence. |
2 |
|
5.12 Gains the competence to communicate in a Foreign Language (English) defined in at least B1 level of the European Language Portfolio. (B2 / B2 + level for the programs whose language of instruction is English) |
1 |
WORKLOAD OF TEACHING & LEARNING ACTIVITIES |
Teaching & Learning Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Course |
12 |
3 |
36 |
Laboratory |
0 |
0 |
0 |
Application |
12 |
3 |
36 |
Special Course Internship (Work Placement) |
0 |
0 |
0 |
Field Work |
0 |
0 |
0 |
Study Hours Out of Class |
0 |
0 |
0 |
Presentations / Seminar |
0 |
0 |
0 |
Project |
3 |
15 |
45 |
Homework Assignments |
2 |
15 |
30 |
Total Workload of Teaching & Learning Activities |
- |
- |
147 |
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES |
Assesment & Evaluation Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Quizzes |
1 |
15 |
15 |
Midterms |
1 |
15 |
15 |
Semester Final Exam |
1 |
15 |
15 |
Total Workload of Assesment & Evaluation Activities |
- |
- |
45 |
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) |
192 |
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) |
8 |