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:
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Knowledge
(Described as Theoritical and/or Factual Knowledge.)
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1) Knows the conceptual, objective and software 3rd dimension concepts and can express the value of participation in projects
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Skills
(Describe as Cognitive and/or Practical Skills.)
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1) Comprehends the terminology of the three-dimensional world and develops terminology knowledge in the light of current developments.
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2) It uses the necessary main infrastructure to switch to different software when necessary.
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Competences
(Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
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1) Thanks to its command of basic concepts, 3 tests the contribution of the possibilities offered by the dimension to the quality
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Week |
Subject |
Materials Sharing * |
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Related Preparation |
Further Study |
1) |
Course orientation, course content introduction and introduction. |
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2) |
3D concept, coordinate system, epure system. |
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3) |
Software interface, basic objects handling and moving |
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4) |
Display settings and perspective handling tools, advanced basic objects, two-dimensional objects |
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5) |
Modifiers that make two-dimensional objects three-dimensional and Loft Modeling |
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6) |
Cylindrical Object and Spline Modeling with Lathe |
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7) |
Polygon Modeling |
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8) |
Midterm |
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9) |
Blender interface, select and move, viewport usage, center of gravity |
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10) |
Edit mode, loop cut |
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11) |
Modifiers, Array, Bevel, Mirror etc. |
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12) |
3d Logo making |
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13) |
Illumination of the logo in digital environment |
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14) |
Rendering the made logo and using it in other software |
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15) |
Final Exam |
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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
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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
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(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
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Programme Learning Outcomes |
Contribution Level (from 1 to 5) |
1) |
Uses theoretical and applied knowledge in communication sciences and communication design related areas in coordination. |
3 |
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1.1 Uses the basic facts, theories, principles, processes and methods of application of Communication and Design. |
3 |
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1.2 Interpret the technological developments and the changing artistic and cultural production and perception forms depending on these developments. |
4 |
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1.3 Discusses contemporary art practices. |
4 |
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1.4 Develops concepts in the field of communication and design. |
4 |
2) |
Determine the structure and direction of the relationship between communication, design, art, society and the individual. |
3 |
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2.1 Uses design thinking methods. |
3 |
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2.2 Generates creative solutions to visual communication problems. |
2 |
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2.3 Develops new forms and forms regarding seeing and shaping in design. |
2 |
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2.4 He/she brings together different industrial and artistic production techniques. |
1 |
3) |
Designs the project cycle in the field of communication design. |
4 |
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3.1 Can develop strategies for holistic communication and design in multimedia. |
4 |
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3.2 Can adapt his creative ideas to multimedia applications. |
1 |
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3.3 Can apply visual design and content studies in traditional and new media environments. |
2 |
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3.4 During the project process, they adapt the visual language of art and design to their designs with aesthetic sensitivity. |
3 |
4) |
Apply the theoretical knowledge learned in business life for a semester. |
5 |
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4.1 Experience all processes in business life. |
5 |
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4.2 It takes part in activities related to the field of education in an enterprise operating in its field. |
5 |
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4.3 Compares the theoretical information with the application. |
5 |
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4.4 They compile the knowledge and experience gained in the field. |
5 |
5) |
Gains advanced competencies that develop in line with the expectations of the business world and society and define as the institutional outputs of our university. |
5 |
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5.1 It develops competence in Doing Business, Problem Solving and Conflict Management. |
5 |
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5.2 In environments that require resolution of problems, she takes responsibility as a team member and leads when necessary. |
3 |
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5.3 Has the awareness of Ethical and Social Responsibility. |
5 |
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5.4 Supporting what they learned with quantitative and qualitative data; Using written, verbal and visual communication tools, he transfers them systematically and effectively to groups outside and outside the field. |
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5.5 Evaluate critically the norms and standards that exist in the work she is responsible for. |
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5.6 Develops strategic, innovative and entrepreneurial ideas. |
5 |
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5.7 Gains the competence to manage change. |
5 |
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5.8 Shows personal and social development with the awareness of lifelong learning. |
5 |
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5.9 Follows advanced technologies and developments in digital transformation. |
5 |
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5.10 Has cultural awareness and transfers it to groups outside and within its field. |
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5.11 Has awareness of civic competence. |
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5.12 Gains the competence to communicate in a Foreign Language (English) defined at at least B1 level of the European Language Portfolio. (B2 / B2 + level for English-medium programs) |
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WORKLOAD OF TEACHING & LEARNING ACTIVITIES |
Teaching & Learning Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Course |
14 |
2 |
28 |
Laboratory |
0 |
0 |
0 |
Application |
14 |
2 |
28 |
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 |
1 |
4 |
4 |
Homework Assignments |
2 |
10 |
20 |
Total Workload of Teaching & Learning Activities |
- |
- |
80 |
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES |
Assesment & Evaluation Activities |
# of Activities per semester |
Duration (hour) |
Total Workload |
Quizzes |
1 |
4 |
4 |
Midterms |
1 |
2 |
2 |
Semester Final Exam |
1 |
4 |
4 |
Total Workload of Assesment & Evaluation Activities |
- |
- |
10 |
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) |
90 |
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) |
4 |