Course overview

Content designed to examine implications of new technologies to create both virtual and tangible 3D artworks. Students will produce detailed models for render, 3D printers, and papercut models.

The techniques are intended to be both or in between animatable models and display models. Students will understand some important aspects of modeling for animation and game production.

Goals are:

  • to improve visualization of complex forms through computer assisted 3-dimensional modeling with Maya and Zbrush.
  • to understand the topology producing the effective deformable surface caracter model
  • to improve skills in advanced Polygonal mesh modeling techniques
  • to understand the surface color texturing and rendering techniques
  • To explore contemporary methods of translating the virtual 3D arts using Maya 3D, and Zbrush software into the tangible 3D artworks using 3D printer, Pepakura software, (optional:laser cut printer.)

Required materials for this course

  1. At least 1TB Storage (USB 3)
  2. CD/DVD R/RW blank discs.
  3. You will be expected to document your work and enhancement of your portfolio throughout the course.
  4. Budget for printing
    1. 3D printing
    2. Laser Cut printer (option)
    3. 2D printing
  5. Post your work periodically on class facebook group


Recommend Books

  1. Force: Dynamic life drawing for animator by Michael D. Mattesi
  2. Carving Classic Female Faces in Wood by Ian Norbury
  3. Fundamentals of Figure Carving by Ian Norbury
  4. Dynamic Anatomy by Burne Hogarth
  5. Dynamic The Human Head by Burne Hogarth


Requirement for each of the assignment and the final project

  1. Name Convention Format
    1. (your user name)_ (project name).ext
    2. Example: 
      • saritds_animopt.JPG
  2. Each period of class project, students must bring all the work progress to every class section until the due date.

Term projects

Students will create cohesive figurative models
Approximate Grade Emphasis and Requirements for the term project (100 points)

Project 1A and 1B: (30 points)

  • Figure model (rendering for print) (20 points)
    • studio lighting
  • A Bust: Portrait (this will be 3d print) (10 points)

Project 2: Costume/Dress/Armor/Suite: (35 points)

Students will design an appropriate costume for you project 1

  • Fully shaders with studio lighting

Project 3: Diorama (45 points)

  • Complete rendering

Students will recreate a diorama for your combine project 1 and 2

List of items that you need to turn them in on this day and there will be no exception for late turn in. Presented to the class and posted on FB group.

  1. Digital documentary and photograph of all three projects including word document files snap shot of process each state of working, and photograph of the final state of your artworks.
  2. Screen presentation must be only  in 72 dpi of JPG format of any pixel demention
  3. At the end of semester, students must turn all three projects on DVD/CD. Below is the list of items on each project: (refer to #1)
    1. Maya project directory including
      1. Maya models
      2. Textures
      3. Final rendering images
    1. ZBrush Tools, Alpha maps (if you are use customized maps for your alpha brushes)
    2. Pepakura files


Approximate Grade Emphasis

14 in-class exercises: 10 points (see note on exercise section below)

  • Project 1 (20 points)
  • Project 2 (20 points)
  • Final Project (40 points)



Grades are based on the quality and quantity of your work. I will also consider your participation, craftsmanship, conception, ambition, productivity, and development of your artworks. The following will be considered on grading:

Craftsmanship: Technical ability and craftsmanship
Conception: The thought process and expression of idea behind artwork, which was created
Ambition: The ability to go beyond the class materials and to invest on research on all subject was given.
Productivity - The amount of completed artwork.
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



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.



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.



  • No food or drink in the lab.
  • No cell phones or beepers on during class.
  • ALWAYS remember to turn off your cell phone before class.
  • No sleeping during class. • No using head/ear phones, chatting online, emailing, my space/facebook/ or other online surfing during class(accept research of requesting period)
  • No playing video games during the class time
  • Hardware: No student is permitted to disconnect, reconnect, or reconfigure any workstation without the permission of a digital arts or film instructor. Any problems with hardware or software must be reported to a digital arts or film professor, preferably by email. Report should include Workstation ID# and exact nature of problem.



If you do not obey the rules, you will receive a first warning. If it happens again, you will be asked to leave the classroom plus receive one half a letter grade drop and a third time you will receive a full letter grade drop on your final grade.