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
- To teach production pipeline application for CG character development for games, animation and machinima products based on techniques that teach the foundations of original character development
- To help students learn the critical elements of digital figure modeling that distinguish levels of sophistication in character models
- To introduce students to computer graphics (CG) for the game and animation industries and the professional practices associated with character development for machinima
- To introduce students to algorithms used in specific modeling techniques including: smoothing, polygon decimation, vertex merging, edge loops selections and edge loop inserts
- To familiarize students with MAYA's Embedded Language (MEL)
- To help students learn to translate design concepts into physical representations (paper, words, images and clay) and then continue with the translation into a digital representation of their character
- Assist students in mastering several complex computer graphics production software packages
- To help students experience the tools and learn techniques allowing them to customize their machinima projects, enhance animations and demonstrate competency in games asset production pipeline
- Create an exceptionally high-quality CG character that can be used for games, machinima and animation classes
Prerequisites
- Drawing/tracing ability at a elementary school level
- Clay modeling/sculpting ability at a elementary school level
- Ability to write discriptive characteristics in bullet point format
- Desire to learn graphics systems
- Interest in EAE related topics
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
- Roma Plastilina Sculpting Clay—softest grade available
- Armature (could be metal coat hanger)
- Vellum Tracing Paper
- Pencil and eraser
Software (provided in labs)
- Alias MAYA (Autodesk)
- Adobe Photoshop
- DAZ3D Studio—available free
- SoftImage Mod Tool—free download
A few Readings, Tutorials and References for starting off—(no text books to purchase)
- www.cgtalk.com
- www.highend3d.com
- www.pixologic.com
- www.deviantart.com
- www.daz3d.com
- www.pixar.com
- www.ilm.com
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 |
|
|
