Course overview

"Exploration of the processes of creating objects, materials, lights, and cameras to accomplish a visual graphic and theme."


This course aims to explore geometric modeling, materials, lights, cameras, and rendering. Students will also learn both the technical and creative aspects of 3D design.

The course also incorporates idea of fine art, design, cinematography, and traditional drawing.

The class will be taught using hands on exercises.


Required materials for this course
- Storage such as USB Thumb /flash drive (at lest 256MB), USB external hard/USB+Firewire drive any size, CD/DVD R/RW

Recommended Reading
- Online document under Maya help menu (highly recommended)
- Lammers, Jim. Maya 7 Fundamentals, New Riders Publishing, 2004.
- Demers, Owen. Digital Texturing and Painting. New Riders Publishing, 2002.
- Birn, Jeremy. Digital Lighting and Rendering. New Riders Publishing, 2002.
- Maraffi, Chris. Maya Character Creation. New Riders Publishing, 2004
- Alias wavefront. Learning Maya 6 series. Alias/wavefront. 2003

Note*   Due to the natural complexity of 3D Computer modeling, you will need to work outside of the class to complete your products. You must be a self-motivated and please have fun with your project.

In order to understand the complex aspects of Maya, there will be eight in-class exercises along with 3 assignments (Modeling with NURBS, Modeling with Polygon, texture mapping, lighting and camera) before completing the final project.

Requirement for each of the assignment and the final project

  1. Turn in tiff file format for in-class exercises.(Some of in-class exercises, you may need only do screen capture and don't need to render for the final out put.)
  2. The Final project, you will need to turn in digital files of your final rendering in Tiff format as much as you can. You must include at least 3 different camera views of your scene including your final project maya directory. On CD rom. If you don't turn the final cd in, 10 point will be subtracted off you total scores. (100 point is "A")
  3. The final output in printing formats: one or more prints (minimum of 17"x11") If you don't print out your scenes images, 10 point will be subtracted off you total scores. (100 point is "A")
  4. Update your web portfolio to include your modeling assignments.
Term assignments and final project

“ The theme of final project is" The Architectural Remembrance" .. You will try to capture a moment of time such as the expression of sorrow, gratification or glory .Due December 7, 2005



Twelve in-class exercises

The structures of the exercises are designed for students to understand the functionality of tools that are available in Maya. Students will follow the in-class instructions step by step as presented by the instructor. If the assignments are not completed in the class within the time allowed, they must be finished outside of class and re-submitted.

First in-class exercise: Modeling with primitive surfaces NURBS
Second in-class exercise:
NURBS Modeling with Curves and surface tools
Third in-class exercise: Materials and Texture mapping Part Two and Part Two(NURBS)
Fourth in-class exercise: NURBS modeling "Scope bottle "
Fifth in-class exercise: Convert NURBS to Polygon/simple polygon modeling "Tea pot"
Sixth in-class exercise: Modeling with Polygons with deformers " Apple "
Seventh in-class exercise: Polygons modeling "Lion Head "
Eighth in-class exercise: Materials and Texture mapping (POLYGONS) two parts
Ninth in-class exercise: Modeling with Sub-Division surface and Convert Sub-Division to Polygon "Air plan"
Tenth in-class exercise:    Lighting and Camera "Simple light setup"
Eleventh in-class exercise:    Light Rig
Twelve in-class exercise:   Rendering with mental ray

Three Assignments and final project

Assignment One ; " Optical Art " Combine primitives to construct a creative models that are influenced by the work of Victor Vasarely and Bridget Riley. (PRINT OUT AT LEAST ONE 17"X11") Due September 6, 2005

Assignment Two ; "Memory of Time " NURBS modeling: On this assignment,you will look at some work of surrealists: Salvador Dali and Rene Magritte. Then you will create a sense representing your memory of time. The memory of time relates to your childhood. With this, you will tell the viewer about yourself. You may consider some locations and objects that you were familiar in the past or present to create surreal or dream like sense.(PRINT OUT AT LEAST ONE 17"X11") Due September 27 (Mono tone image)

Assignment Three;"Alienscape" Polygons modeling: On this assignment, you will create an artistic piece that is influenced by organic growth patterns. Do not create a realistic landscape. When you look at natural elements in our environment, it is apparent that patterns are governed by geometric patterning or mathematical rules. A pinecone consists of numerous elements that are similar and arranged in a concentric overlapping fashion. Trees have branches that are structured like the tree itself. Create a scene with organic looking elements that have a pre-defined rule that determines the construction of the elements. Compose an entire scene; therefore you may want to think about the environment the element exists in. (PRINT OUT AT LEAST ONE 17"X11") Due October 23

Final Project: " The Architectural Remembrance"
Create realism modeling, texturing, lighting, and final rendering from existing architecture. The theme is an architectural remembrance , Create convincing emotion though the lighting, texturing, composting, and rendering. You will try to capture a moment of time such as the expression of sorrow, gratification or glory . You can use color, shape, texture, diagonals, lighting and compositional strategies to convey the emotion. Intensive research on topics related to your target subject is the important key. (PRINT OUT AT LEAST THREE 17"X11") Due December 6, 2006

 

Approximate Grade Emphasis


12 in-class exercises: 24 points (2 points each exercise)
3 Assignments: 26 points (12 points each)
Final Project : 40 points

Grades are based on the quality and quantity of your work. I will also consider your participation, ambition, commitment and development of your work from one project to the next. The following will be considered on grading:

Craft- Technical ability and craftsmanship
Concept- Visual thought process. The ability to interpret course concepts inventively, the ability to search for and discover methods and ideas with insight, and the ability to organize clear visual relationships.
Ambition - The ability to study effectively during class hours, the ability to accomplish work on a weekly basis, and the ability to apply constructive discussion during the class.
Productivity - The amount of work completed and how complete the works are.
Development - How much of your work has been developed and improved since the beginning of the semester.

A = Outstanding, excellent work 100 - 90 points
B = Above average work 89 - 80 points
C = Average work 79 - 70 points
D = Below average work 69 - 60 points
F = Failing work 59 - 0 points

Attendance

3d art is time extensive and the technology associated with it is always changing. Learning the fundamentals is a must. Techniques, concepts and ideas discussed in this class are essential for a 3d Artist. Because of these, attendance is essential.

1 absences = excused
2 absences = grade lowered 1 letter grade
3 absences = grade lowered 2 letter grades
4 absences = grade lowered 3 letter grades
5 absences = fail course. Dropping course recommended

Being late to class three times will be counted as one unexcused absence. Likewise, leaving class early will be counted as an absence unless approved by instructor.

 

Student Needs
Any student who wishes to discuss accommodations on the basis or a disability, please come and talk to me after class or during office hours.

Lab Rules:
No food or drink near computer. Use of beepers and cell phones is prohibited in the classroom environment. Please turn them off during class hours.

update 8/24/05