Welcome--Section 002
Instructor: | Mark C. van Langeveld longfieldstudio@gmail.com |
TA: | Ryan Vance vancerm@gmail.com |
TA: | Josh gimliosam@gmail.com |
Class Lab Hours: | Section 002 (Thursday 3:40--6:20 PM) |
Classroom: | MEB 3225 |
Extra Lab Hours: | Thursday 6:30 to 9:00 |
Course Description
Introduces students to asset design and production pipeline for 3D game engines focusing on characters for machinima, games and animation. Students will utilize advance graphics software packages that are prominent in the video game industry such as MAYA, PhotoShop, DAZ3D tools and SoftImage Mod Tool. These sw packages will be demonstrated from a users perspective and explained from the software engineers angle. This is a project-based class that includes a teaching strategy of short lectures, project demonstrations and one-on-one training in the lab.
The main project is broken into many stages with the goal of creating a custom character. This includes designing, modeling, texturing a character of the students choosing. They will also learn to adapt a given model.
The projects start with drawings, clay models and verbal representations of the character design, and then the students will be taught to apply professional practices to digitally sculpt their characters in MAYA and then texture models using PhotoShop.
The modeling strategy and philosophy taught combines low and high resolution models in one middle resolution model that can be adapted for use in games, machinama, animations and movies. The techniques are specific and are taught from the starting with the assumption of no prior knowledge of the specific techniques. Each project will advance through the production pipeline at different rates, depending on the background of student and the complexity of character chosen; although, all students will be taught the entire process.
Course Objectives and Learning Outcomes
- To teach production pipeline application for CG character development for games, animation and machinima products based on techniques that teach the foundations of original character development
- To help students learn the critical elements of digital figure modeling that distinguish levels of sophistication in character models
- To introduce students to computer graphics (CG) for the game and animation industries and the professional practices associated with character development for machinima
- To introduce students to algorithms used in specific modeling techniques including: smoothing, polygon decimation, vertex merging, edge loops selections and edge loop inserts
- To familiarize students with MAYA's Embedded Language (MEL)
- To help students learn to translate design concepts into physical representations (paper, words, images and clay) and then continue with the translation into a digital representation of their character
- Assist students in mastering several complex computer graphics production software packages
- To help students experience the tools and learn techniques allowing them to customize their machinima projects, enhance animations and demonstrate competency in games asset production pipeline
- Create an exceptionally high-quality CG character that can be used for games, machinima and animation classes
Prerequisites
- Drawing/tracing ability at a elementary school level
- Clay modeling/sculpting ability at a elementary school level
- Ability to write discriptive characteristics in bullet point format
- Desire to learn graphics systems
- Interest in EAE related topics
Class Structure
Each class period, a short lecture will be given. There will also be demonstrations. Each class section must attend their assigned lab sections where one-on-one instruction will be given on their personal project. Short visual-lectures will be given to the labs also.
Lab Structure
Regular lab/class hours are mandatory (during regularly assign class times); whereas, optional lab times will be setup for working on projects with one-on-one time with TAs and/or instructor. The lab will have many open hours for students to work independently on their projects. You cannot switch class sections or section lab.
Assigments
Each student will be required to design and develop a CG character of his or her choice. The level of development required of each student will differ depending on the complexity of the character and experience of the student as decided by the instructor. The projects will be broken down into milestones for grading purposes.
Characters choices can range from realistic to fantasy and from human to alien. The instructional examples will typically demonstrate modeling humanoid characters, but the techniques and practices will apply to all types of characters. I want you to have passion for the character that you choose, because for one reason you’ll be spending an entire semester working on it.
Student’s projects in the past included: elves, werewolves, humans with fish faces, Ninja, bathing suit models, Roman and Polish warriors, mannequins, aliens and fairies. Your imagination is the only limit.
Every week after the fourth week a VizTrails--MAYA file must be emailed to instructor.
Grades
Students will be graded 80% on their character project, 10% quizez/assignments and 10% on their class/lab participation (including surveys). The character projects will be broken down into different stages as designed by instructor uniquely per student (as each individual project will have different stages) and the 80% will be divided per the stages of individual projects.
Final
The final presentation of projects will be held during final hours. All work will be turned in on a DVD with every saved version and all other related images after final presentations.
Materials Required
- Roma Plastilina Sculpting Clay—softest grade available
- Armature (could be metal coat hanger)
- Vellum Tracing Paper
- Pencil and eraser
Software (provided in labs)
- Alias MAYA (Autodesk)
- Adobe Photoshop
- DAZ3D Studio—available free
- SoftImage Mod Tool—free download
A few Readings, Tutorials and References for starting off—(no text books to purchase)
- www.cgtalk.com
- www.highend3d.com
- www.pixologic.com
- www.deviantart.com
- www.daz3d.com
- www.pixar.com
- www.ilm.com
Schedule
Date |
Topic |
Assignment |
Due |
August
28, Thursday |
Class
Introduction Materials--clay |
Research
Characters/get materials |
|
Sept 4, Thursday |
Character
Design Anatomy
of character lessons—the usual misconceptions |
Start working
on sculpture, drawing, composites and/or writings Survey 1 |
Bring
materials to class lab 3 Random
students to share there characters |
Sept 11,
Thursday |
Intro to
MAYA’s interface Importing
reference images and Project set-up and working with references/layers |
Finish
up references Input
references and Start modeling torso is the simplest form |
3 Random
students to share there projects Survey 1 |
Sept 18,
Thursday |
Modeling
torso Modeling
Strategies—Quads only, smoothing, mirroring symmetries and simple to
complex |
Character
Bullets |
Project
setup: references input with started model All
character references—clay, drawings and bullets |
Sept 25,
Thursday |
Contours
and Extruding simple Legs and arms. Algorithms: Smoothing, edge loops |
Work
on Projects |
VizTrails
Turn-in |
October
2, Thursday |
Simple
hand and Simple feet demos |
Work
on Projects |
VizTrails
Turn-in |
October 9,
Thursday |
Facial Anatomy,
common mistakes with modeling in MAYA Algorithms: Merge Vertices Simple
face demo |
Work
on Projects Take home quiz 1 |
VizTrails
Turn-in |
October 16, Thursday (NO CLASS/LAB) |
Fall Break |
|
|
October
23, Thursday |
More
detail to face Next
level of detail to body |
Work
on Projects |
VizTrails
Turn-in Take home quiz 1 |
October
30, Thursday |
Connecting separate meshes MAYA Embedded Language Clothing
and accessories |
Work
on Projects |
VizTrails
Turn-in |
November
6, Thursday |
Even
More detail—Sculpting tools Morphs/blend
shapes Facial
expression |
Work
on Projects |
VizTrails
Turn-in |
November
13, Thursday |
Texture
mapping—in MAYA Laying
out UVs |
Work on
Projects |
VizTrails
Turn-in |
November
20, Thursday |
PhotoShop
for texture maps |
Work on
Projects Take home quiz 2 |
VizTrails
Turn-in |
November 27, Thursday (NO CLASS/LAB) |
Thanksgiving Break |
|
|
December
4, Thursday |
Texture
maps, Bump maps, Specular Highlight maps, and Displacement maps Algorithms: Polygon Decimation |
Work
on Projects |
VizTrails
Turn-in Take home quiz 2 |
December
11, Thursday |
Skeletons
and painting weights Rap-up
final Projects |
Work
on Projects |
VizTrails
Turn-in |
December 15, Monday 3:30-5:30 PM |
Final Presentations |
|
VizTrails
Turn-in DVD of
Entire Semester’s Work |