Welcome--Section 001 T, 002 H , and 003 W



Instructor:

Mark C. van Langeveld longfieldstudio@gmail.com

TAs:

Josh gimliosam@gmail.com

Tom Hanks tommythestud@gmail.com

Daniel van Tassel danielvantassell@gmail.com

Sam liushusen.11@gmail.com

Class/Lab Hours:

3:45--6:20 PM

Classroom:

MEB 3225

Extra Lab Hours:

M 3-7PM

T 6:30-9:30PM

H 6:30-9:30PM

F 4-8PM



Course Description

Introduces students to asset design and production pipeline for 3D game engines focusing on characters for machinima, games and animation. Students will utilize advance graphics software packages that are prominent in the video game industry such as MAYA, PhotoShop, DAZ3D tools and SoftImage Mod Tool. These sw packages will be demonstrated from a users perspective and explained from the software engineers angle. This is a project-based class that includes a teaching strategy of short lectures, project demonstrations and one-on-one training in the lab.

The main project is broken into many stages with the goal of creating a custom character. This includes designing, modeling, texturing a character of the students choosing. They will also learn to adapt a given model.

The projects start with drawings, clay models and verbal representations of the character design, and then the students will be taught to apply professional practices to digitally sculpt their characters in MAYA and then texture models using PhotoShop.

The modeling strategy and philosophy taught combines low and high resolution models in one middle resolution model that can be adapted for use in games, machinama, animations and movies. The techniques are specific and are taught from the starting with the assumption of no prior knowledge of the specific techniques. Each project will advance through the production pipeline at different rates, depending on the background of student and the complexity of character chosen; although, all students will be taught the entire process.



Course Objectives and Learning Outcomes



Prerequisites



Class Structure

Each class period, a short lecture will be given. There will also be demonstrations. Each class section must attend their assigned lab sections where one-on-one instruction will be given on their personal project. Short visual-lectures will be given to the labs also.



Lab Structure

Regular lab/class hours are mandatory (during regularly assign class times); whereas, optional lab times will be setup for working on projects with one-on-one time with TAs and/or instructor. The lab will have many open hours for students to work independently on their projects. You cannot switch class sections or section lab.



Assigments

Each student will be required to design and develop a CG character of his or her choice. The level of development required of each student will differ depending on the complexity of the character and experience of the student as decided by the instructor. The projects will be broken down into milestones for grading purposes.

Characters choices can range from realistic to fantasy and from human to alien. The instructional examples will typically demonstrate modeling humanoid characters, but the techniques and practices will apply to all types of characters. I want you to have passion for the character that you choose, because for one reason you’ll be spending an entire semester working on it.

Student’s projects in the past included: elves, werewolves, humans with fish faces, Ninja, bathing suit models, Roman and Polish warriors, mannequins, aliens and fairies. Your imagination is the only limit.

Every week after the fourth week a VizTrails--MAYA file must be emailed to instructor.



Grades

Students will be graded 80% on their character project, 10% quizez/assignments and 10% on their class/lab participation (including surveys). The character projects will be broken down into different stages as designed by instructor uniquely per student (as each individual project will have different stages) and the 80% will be divided per the stages of individual projects.



Final

The final presentation of projects will be held during final hours. All work will be turned in on a DVD with every saved version and all other related images after final presentations.



Materials Required



Software (provided in labs)



A few Readings, Tutorials and References for starting off—(no text books to purchase)



Schedule



Date

Topic

Assignment

Due

August 24th Section 001

August 25th Section 003

August 26th Section 002

 

 

 

Class Introduction

Research Characters/get materials

 

Sept 1st Section 001

Sept 2nd Section 003

Sept 3rd Section 002

 

 

 

Character Design

Anatomy of character lessons—the usual misconceptions

Start working on Sculpture, drawings, composites and/or writings

Bring Materials to Class

 

3 Random students to share there characters

Sept 8th Section 001

Sept 9th Section 003

Sept 10th Section 002

LAB to prepare students drawings

Finish side and front references for next class sessions

3 Random students to share there characters

 

Finish side and front references for next class sessions

Sept 15th Section 001

Sept 16th Section 003

Sept 17th Section 002

 

 

 

Intro to MAYA, Set-up and Start to Modeling

 

Go over Algorithms

Finish Torso and Pelvis

3 Random students to share there characters

 

Sept 22nd Section 001

Sept 23rd Section 003

Sept 24th Section 002

 

 

 

Finish basic Body

Blocks

Merge

Duplicate

Finish Arms and Legs

3 Random students to share there characters

 

Sept 29th Section 001

Sept 30th Section 003

Oct 1st Section 002

 

 

 

Start Hand

 

Finish Fingers

 

Oct 6th Section 001

Oct 7th Section 003

Oct 8th Section 002

 

 

 

Finish Hand

MEL

Finish Thumb and Shape

3 Random students to share there characters

 

Oct 13th Section 001

Oct 14th Section 003

Oct 15th Section 002

 

 

 

Fall Break—No Class

 

 

Oct 21st Section 001

Oct 22nd Section 003

Oct 23rd Section 002

 

 

 

Start Head

 

 

Oct 27th Section 001

Oct 28th Section 003

Oct 29th Section 002

 

 

 

Base Head Contours

Nose

 

 

Nov 3rd Section 001

Nov 4th Section 003

Nov 5th Section 002

 

 

 

Eyes

 

 

Nov 10th Section 001

Nov 11th Section 003

Nov 12th Section 002

 

 

 

Mouth, jaw, cheeks and Forehead

Ears and Head

 

 

Nov 17th Section 001

Nov 18th Section 003

Nov 19th Section 002

 

 

 

Neck, Body and connect Head and Hand

 

 

Nov 24th Section 001

Nov 25th Section 003

Nov 26th Section 002

 

 

 

Thanksgiving Break—No Class

 

 

Dec 1st Section 001

Dec 2nd Section 003

Dec 3rd Section 002

 

 

 

Everything Extra plus UVs

 

 

Dec 8th Section 001

Dec 9th Section 003

Dec 10th Section 002

 

 

 

MEL and Lab

 

 

Dec 15th All Sections

 

 

 

Final Presentations

6PM

 

 



Lectures



More Notes, References and Downloads