Course Description
Introduces students to asset design and production pipeline for 3D
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, MudBox and SoftImage. These software
packages will be demonstrated from a users perspective and explained
from the software engineer's point-of-view. 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 and MudBox.
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
- Improve drawing and sculpting abilities and presentations
- 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. The rest of the class will be one-
on-one instruction on the student's personal projects.
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.
All students must use the VisTrails Plug-in to Record their project.
Grades
Students will be graded 80% on their semester long character
project, 10% quizez/assignments and 10% on their class/lab
participation. 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.
Graduate students will be required to write a short paper on an
algorithm used in MAYA.
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
- Vellum Tracing Paper
- Pencil and eraser
Software (provided in labs)
- Alias MAYA (Autodesk)
- Adobe Photoshop
- MudBox
- SoftImage
A few Readings, Tutorials and References for starting off (no text
books to purchase)
Schedule
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Date
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Topic
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Assignment
|
Due
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August 24th Section
001
August 26th Section
002
|
Class
Introduction
Character Design
Anatomy of character lessons—the
usual
misconceptions
|
Research Characters/get
materials—Start
Clay and Drawings (use block models)
|
|
|
August 31st Section 001
Sept 2nd Section 002
|
Basic MAYA and Modeling
concepts
|
|
Bring Drawings and Sculptures to
Class
3 Random students to share there
characters
|
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Sept 7th Section 001
Sept 9th Section 002
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Sept 14th Section 001
Sept 16th Section 002
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Sept 21nd Section 001
Sept 23rd Section 002
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Sept 28th Section 001
Sept 30th Section 002
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Oct 5th Section 001
Oct 7th Section 002
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Oct 12th Section 001
Oct 14th Section 002
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Fall Break—No
Class
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Oct 19th Section 001
Oct 21st Section 002
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Oct 26th Section 001
Oct 28th Section 002
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Nov 2nd Section 001
Nov 4th Section 002
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Nov 9th Section 001
Nov 11th Section 002
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Nov 16th Section 001
Nov 18th Section 002
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Nov 23rd Section 001
Nov 25th Section 002
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Thanksgiving Break—No
Class
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Nov 30th Section 001
Dec 2nd Section 002
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Dec 7th Section 001
Dec 9th Section 002
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Dec 16th All Sections
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Final
Presentations
6PM
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