Description
In this course students will begin to create and explore 3d and animation concepts while using current production software. The overall goal is not to become a whiz at 3D; but by the end of the semester be comfortable with the experience.
Prerequisites
Students should be versed in windows concepts.
Experience with 3d studio max and or a equivalent 3d modeling program prior to this class will help,,,,but possibly bore.
For the best product and experience; participants should have some access to SOME fine arts skills to fully utilize the 3d program in a creative manner such as character modeling or environment creation.
It is the suggestion of this instructor that participants who are truly SERIOUS about the experience; spend at least an hour each week drawing while in attendance of this class and thereafter, ….not during it.
Overall Course Objectives
1.
Explain the Implementations of 3d animation tools in a production setting
2.
Create polygon models and understand modern 3d processing through lecture & lab
3.
Develop objects & animation solely from geometric primitives
4.
Render & animate objects & landscapes
5.
Alter the diffusion, specular, reflectivity and refraction of objects in order to make realistic and other-world scenes
6.
Understand the use of cameras, angles & lighting.
7.
Render and or export final production
Major Topics
I Modeling
A, The working sub object windows
B. What is the difference between the major polygon types?
C. Manipulation of 3d primitives into complex forms
D. Use of Normal, bump, height & displacement maps on lower poly models.
E. Use of external tools, Photoshop
Z brush
Mud box
II Animation
A. Skinning and rigging
B. Character Studio
C. Animation over time
D. Animation for games
E. Story-boarding
III. Materials & UVW mapping (max 9 is needed for maximum use)
A. World lighting system
B. Subsurface scattering
C. Use of metal ray specific shaders
D. other render plug-ins (Mental Ray)
IV. Texture mapping (need use of Photoshop)
A. Texture mapping
B. Your 3D model
C. Unwrapping your model in a effective manner
B. Use of external tools to create texture maps
Z-Brush
Photoshop
Ambient occlusion render to texture
V. Camera, Lights & Renders
A. Lights
B. Positioning the view or a scene
C. Making a scene
Course Requirements
Grading:
Each assignment will be allotted an amount of points at then end of the semester these points will be tallied along with class participation, final project and Attendance.
The Semester breakdown
Week 1
Introduction to 3d max ….questions anyone
Week 2
The concept of creating and modifying geometry / tools ,,,the concept of the stack
Week3
Concept art techniques...cant make cool stuff if your ideas are lame
Week 4
Revisiting geometric modifying techniques and Importing images for reference
Week 5
UVW mapping ..you NEED to learn this; TRUST me,
Week 6
Lets make this clear...UVW mapping techniques having a good 3d model is only half the battle
Week 7
Animation concepts ...the key-framer and it's interface
Week 8
Animation concepts and skinning 3d models
Start thinking about what project you would like to take on in 3d max; prerequisites will be provided at this time
Week 9
Low poly character creation
Beginning discussion of final projects / experiments must be cleared by instructor
Week 10
Skinning the low-poly character
Week 11
Revisiting concept art techniques …. If you’re serious about this; have you been drawing at all? ….. I have
Week 12
Q &A session and extended labs … shorten lectures...that time of year to play catch up
Week 13
Q &A session AGAIN …. WITH and extended labs … shorten lectures.
Finals week.
This should be a pretty easy week for this class if you've stayed on course. final experiments / projects are due
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