5B019E - 3D CG Asset Creation and Production Pipeline 01 Sep 2027 - 31 Aug 2033 | Version 0

Associated Module Information

Module Code: 5B019E
Module Title: 3D CG Asset Creation and Production Pipeline
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Design
Module Leader: Thomas Walters
Module Team: Tomos Hooson, James Kimm
First Intended Intake: SEP 2027 Final Year of Intake: 2032
Date Closed:
Credit Value: 30 Credit Level: 5
Language: English
Percentage of Module Taught in Welsh:
Equivalent Module:
HECOS codes: 100363 - computer animation and visual effects
HECOS Code Weighting: 100

Document Version Information

Version 0
Valid From 01 Sep 2027
Valid To 31 Aug 2033

Module Aims

  • To develop students’ understanding of the 3D CG production pipeline through the creation of a complete digital asset, encompassing modelling, sculpting, texturing, basic rigging, lighting and rendering workflows. 

  • To enable students to apply a range of artistic and technical skills within a structured production process, fostering problem-solving, experimentation and effective digital workflow practices.  

  • To support students in identifying areas of emerging specialism within computer animation and CG production, preparing them for more focused pathways in subsequent Level 5 and Level 6 modules. 

Content Summary

This module introduces the full 3D CG production pipeline, focusing on the creation of a complete digital asset from concept through to final render. Building on the animation, design and storytelling foundations developed at Level 4, you will explore the key stages of CG production, including modelling, digital sculpting, texturing, basic rigging, lighting and rendering. 

The module is structured around the development of a creature-based asset, giving you hands-on experience of multiple production roles and workflows used within contemporary animation, visual effects and games industries. As you progress through the module, you will learn how different stages of the production pipeline connect, developing both artistic and technical skills while gaining an understanding of professional 3D CG workflows. Emphasis is placed on problem-solving, experimentation, technical development and the application of efficient production practices. You will have flexibility in the design, visual style and development of your creature asset, enabling you to explore individual creative interests while beginning to identify areas of emerging specialism within 3D CG production. 

By the end of the module, you will have produced a complete digital asset and gained practical experience of working across the 3D CG production pipeline. As a Level 5 module, 3D CG Asset Creation and Production Pipeline supports you in identifying areas of emerging specialism and helps you make informed decisions about whether to pursue artist or animator pathways in subsequent modules and your final year of study. 

Learning and Teaching Methods

Activity Type Hours
Lecture 2
Tutorial 10
Project Supervision and Mentoring 10
Formative Assessment (scheduled) 12
Practical Classes and Workshops 12
Demonstration 10
Guided Learning 10.5
Summative Assessment and Preparation 60
Independent Learning (including self-directed study and support) 173.5
Total Hours Selected 300

Learning Outcomes

# Learning Outcome
LO1 Apply a range of 3D CG production techniques to create a complete digital asset, demonstrating an understanding of modelling, sculpting, texturing, basic rigging, lighting and rendering within a structured production pipeline.
LO2 Analyse and evaluate the 3D CG production process through reflective documentation, demonstrating critical understanding of workflows, problem-solving approaches and areas of emerging specialism within computer animation practice.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Creative Portfolio 3D CG asset development portfolio demonstrating modelling, sculpting, retopology, texturing, rigging, rendering and pipeline refinement and workflow development processes for animation production. Submission to include integrated evaluative commentary reflecting on technical experimentation, pipeline methodologies, workflow decision-making and CG production processes. INDIVIDUAL. ONLINE. 0 1000 70 No 40
Asynchronous Assessment Individual Presentation (Asynchronous) Professional production presentation evaluating workflow development, technical decision-making, problem-solving approaches and final CG asset outcomes through appropriate visual, technical and production materials. ONLINE. INDIVIDUAL. 8 N/A 30 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Creative Portfolio
Individual Presentation (Asynchronous)

Reading List

Weeks 1–2: CG Pipeline & Asset Development 

 

Essential Reading 

Beane, A. (2012) 3D Animation Essentials. Indianapolis: John Wiley & Sons, Inc. 

 

Supplementary Reading 

Kerlow, I. (2009) The Art of 3D Computer Animation and Effects. 4th edn. Hoboken: John Wiley & Sons, Inc. 

 

Weeks 2–3: Modelling and Sculpting 

 

Essential Reading 

3dtotal Publishing. (2017) Beginner’s Guide to ZBrush. Worcester: 3dtotal Publishing. 

 

Supplementary Reading 

Spencer, S. (2010) ZBrush Digital Sculpting Human Anatomy. Indianapolis: Wiley Publishing, Inc. 

  

Weeks 3–4: Topology, UVs and Optimisation 

 

Essential Reading 

Spencer, S. (2011) ZBrush Character Creation: Advanced Digital Sculpting. 2nd edn. Indianapolis: Wiley Publishing, Inc. 

 

Supplementary Reading 

Aerni, M. Papstein, K. and Steiner, M. (2014) ZBrush Characters & Creatures: Projects, Tips & Techniques from the Masters. Worcester: 3dtotal Publishing. 

 

Weeks 4–5: Texturing and Look Development 

 

Essential Reading 

Birn, J. (2014) Digital Lighting and Rendering. 3rd edn. Berkeley: New Riders. 

 

Supplementary Reading 

Brinkmann, R. (2008) The Art and Science of Digital Compositing: Techniques for Visual Effects, Animation and Motion Graphics. 2nd edn. Burlington: Morgan Kaufmann Publishers. 

 

Weeks 5–6: Rigging and Rendering 

 

Essential Reading 

Parent, R. (2012) Computer Animation: Algorithms and Techniques. 3rd edn. Waltham: Morgan Kaufmann. 

 

Supplementary Reading 

Marschner, S. and Shirley, P. (2016) Fundamentals of Computer Graphics. 5th edn. Abingdon: CRC Press. 

 

Online Resources: 

Agora: https://agora.community/home 

Chester Sampson: https://www.youtube.com/@ChesterSampson 

Khan Academy: https://www.khanacademy.org/computing/pixar 

Sir Wade Neistadt: https://www.youtube.com/@SirWade 

William Faucher: https://www.youtube.com/@WilliamFaucher