If youâ€™ve ever been interested in making video games or photorealistic architectural renderings, this course provides students the foundation to do just that. 3D Modeling II is more self-directed than 3D Modeling I, but will still have additional guidance, periodic homework and four foundation units that will advance skills in mesh topology, lighting, materials, and compositing. These units will apply to any of the topics students choose for a final project, and lessons will be tailored to those needs (with specific resources designed to help you apply them to your work). Evaluation of progress will be based on concrete evidence of progress and learning, ability to follow a structured learning plan, how deeply students dive into their subject area, and demonstrated proficiency by meeting established learning goals. To that end, students produce a proposal and a detailed learning plan for how they will achieve the project they intend to create (with guidance and direction). Examples of areas to focus on are interior modeling (following blueprints, interior design, architecture, environment - focus on design principles); landscape modeling (modeling from life, particle instancing, environment, advanced lighting with HDRIs, topographic modeling, landscape design, micro-displacements, the potential for photo scanning or photogrammetry); character design (for animation or game to be rigged, for logo, expressive traits and physiognomy, sculpt-retopo workflow, possible print); keyframe animation (illustrative visuals like charts and graphs, learning design, process illustration, herd/swarm simulation, lattice deforms); character animation (rigging or using pre-rigged model, expressive action, environment interaction, using animation cycles for game design, animating for speech, shape keys, camera tracking driving animation); physics simulation (hard-body sim, using the game engine, destructive environments, may include soft-body simulation); cloth simulation; and fluid simulation. Can be used to simulate tsunamis, water-flow, building collapse), or sculpt and retopo (game assets, artistic renders, will include advanced materials and topology).