Tuesday, September 14, 2010

Course Syllabus for FALL 2010

3D Modeling & Animation

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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