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About the Programme Academic Staff Program Qualifications Lessons Matrix of Course & Program Qualifications Turkish Qualifications Framework (TQF) TQF & Program Qualifications
  1. Vocational School of Information Technologies
  2. Department of Software, Application Development and Analysis
  3. Program in Game Development and Programming
  4. Course Structure Diagram with Credits
  5. 3D Design
  6. Description
  • Description
  • Learning Outcomes
  • ECTS Credit Load
  • Course's Contribution to Program
  • Learning Outcomes & Program Qualifications
Last Updated: 26/06/2026

Code - Course Title Course Type Laboratory + Practice ECTS
OGP223 - 3D Design III. SEMESTER 2 +1 3.0
Language of Instruction Türkçe
Course Type Area Elective Courses
Course Instructor(s) ONUR UYANIK
Mode of Delivery This course is delivered through face-to-face instruction. Theoretical lectures and laboratory sessions are integrated throughout the semester. The default tool for practical work is Blender; the instructor may prefer an equivalent 3D modeling tool (e.g., Maya, 3ds Max).
Place of Delivery
Used Educational Platforms
Prerequisites There are no prerequisites or co-requisites for this course.
Courses Recomended It is recommended to have completed XXX7968 Fundamentals of Digital Art and Design and OGP106 Computer Graphics before taking this course. Taking OGP205 3D Game Development Studio concurrently may help integrate produced models into a game project.
Recommended Resources Blender. Official Manual: https://docs.blender.org/manual/en/latest/Polycount Wiki: https://wiki.polycount.com/
Work Placement This course has no internship or placement requirement.
Aims of the Course

Weeks Learning Outcomes Topics Teaching Methods
Week - 1 Introduction to 3D modeling; coordinate systems, interface, basic transforms; spatial thinking.
Week - 2 Polygonal modeling basics: extrude, inset, loop cut; simple prop modeling.
Week - 3 Surface, vertex and edge editing; symmetry and reference image usage.
Week - 4 Topology principles: edge flow, quad-based modeling; game rigging compatibility.
Week - 5 Polygon count optimization; LOD concept; model budget for game performance.
Week - 6 Introduction to sculpting: digital clay, brush dynamics; organic form study.
Week - 7 High-detail to low-poly workflow; retopology basics.
Week - 8 UV unwrapping: seams, packing, texel density.
Week - 9 Texture painting and PBR materials: base color, roughness, normal map preparation.
Week - 10 Lighting and rendering: three-point lighting, camera settings; game vs render lighting.
Week - 11 Character modeling: bipedal anatomy proportions; skeleton-compatible mesh topology.
Week - 12 Environment modeling: modular structure kits, organic objects, reusable parts.
Week - 13 Export to game engine: FBX/glTF, scale, pivot, naming conventions.
Week - 14 End-of-term game-ready asset presentation; portfolio and process documentation.

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Assessment Method and Passing Requirements
Quamtity Percentage (%)
Toplam (%)

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