R e q u i r e d M a t e r i a l s F o r T h i s C o u r s e
“This course will explore advance modeling, texturing, and rendering techniques from Maya 3D to ZBrush pipelines.”
C o u r s e D e s c r i p t i o n
Students will produce a highly detailed bust model for illustration purpose; this is not intended to be a model for animation. However, students will understand all aspect of modeling for animation and game production. This can create the potential to turn a digital 3D model into an actual 3D object using rapid prototype.
The main focus will be divided into four parts:
Part one: Discussing the traditional sculpture in both additive and subtractive sculpting techniques. Then students will apply the traditional technique into digital sculpture techniques. On this process, students will learn the basic process of configurative photo references. Also there will be an intensive of anatomy study for sculpting. Students will be required to do drawing for your model references before start to model.
Part two: Discussing a variety of aspects of modeling techniques in Maya 3D including NURBS patches, Sub Division surfaces and Polygonal objects. Then concentration will be on polygonal modeling to block in a basic form including UV layout preparation in Maya before adding detail in ZBrush.
Part Three: Explore the basic functions in ZBrush and finalizing all details of your model.
Part Four: Exploring realistic rendering techniques using Mental Ray rendering including global illumination, lighting and shading.
- Storage, such as, USB Thumb /flash drive (at least 1GB), external hard drive (USB or Firewire) of any size is preferred.
- CD/DVD R/RW depending on the total size of your project.
- Money for printing the final rendering of your work (1 print at 17x22 inches)
- Create your blog and post the progress of your project once for a week www.blogger.com
- If you don’t have your own web host to post images, you can use photobucket.com
Note* Due to the complexity of 3D Computer modeling, you will need to work outside of class to complete your projects. You must be self-motivated, but willing to have fun with your project.
- MUST* Atlas of Human Anatomy for the Artist by Stephen Rogers Peck
- Carving Classic Female Faces in Wood by Ian Norbury
- Fundamentals of Figure Carving by Ian Norbury
- Dynamic Anatomy by Burne Hogarth
- Dynamic The Human Head by Burne Hogarth
Internet resources see on the link page on the top tool bar
Students will create 2 models; one is a human skull bust and a fall fresh head bust. The bust be a full rendering and lighting for the finish at the end of the class. You will be focusing on corrected anatomical structure of human face and may be upper torso and shoulder. You are limited to only one figure model.
Approximate Grade Emphasis and Requirements (85 points)
- Assignment 1: Create the blueprints of your references including skull, skeleton, muscular structures, and line drawing of your model in side, front, and back. DUE May 20, 2008 (10 points).
- Assignment 2: Model the skull and upper skeleton base on your photograph of your model. (Tracing is allowed due to the time limited.) DUE May 26, 2008 (10 points).
- Assignment 3: Blocking State of Your Model(s) due June 2, 2008 (10 points)
- Assignment 4: UV layout of your Blocking State of the Bust Model due June 2, 2008 (10 points)
- Assignment 5: Final Model from ZBrush due June 16, 2008 (20 points)
- Assignment 6: Finalized Your rendering (Lighting and Texturing) due June 253, 2008 (20 points)
- Assignment 7: Making your journal on Blog (5 points)
Final review is due June 25, 2008 (15 points)
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 your blog pages.
- Print out 1 best image, 17 x 22 inches (5 points)
- Screen presentation of a minimum of 4 different angles or views of your scene inches (5 points)
- Create a demo reel for all the process of the term project including drawing/blueprints, skeleton model, blocking, UV layout, different level of model state, and may be an animated turn table of your models in a Quicktime file in H.264 compression, 720x480 pixels. (Sound is optional). (5 points)
- Maya project and ZBrush Tool including Maya models, texture, final rendering, ZBrush Tool, Alpha maps (if you are use customized maps for your alpha brushes), and movie on CD or DVD. (If you don’t turn this in, your grade will be subtracted by 5 points from total grade)
Criteria for grade
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
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.
- 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
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
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
Use of beepers and cell phones is prohibited in the classroom environment. Please turn them off during class hours.