ART 
                480 Computer Graphics II (modeling in 3D)  
              FALL 
                2010  
              CSULA 
              Professor 
                Jim Ovelmen 
              jim@jimovelmen.com 
              Jim.Ovelmen@calstatela.edu 
                | 
            LAB 
                HOURS (for 
                working labs outside of class)  
                
                (old, will be updated soon) 
              Department 
                of Public Safety/Security 323-343-3700 
                
              jump 
                to COURSE OUTLINE... 
              week1, week2, 
                week3, week4, week5, 
                week6, week7, week8, 
                week9, week10, grading, 
                policies   | 
           
         
        
          
           
            Office:  | 
            FA 227  | 
           
           
            Office Hours:  | 
            see front page of website  | 
           
           
            Phone:  | 
            Ext. 3-4033  | 
           
           
            Class Location  | 
            Rm. FA 225, Art Department  | 
           
           
            Term/Year  | 
            WINTER 2010  | 
           
           
            Course Length  | 
            10 weeks + finals week  | 
           
           
            Meeting Time  | 
            T/TH 4:20 
                to 6:50pm  | 
           
         
           | 
    
     
      COURSE 
          DESCRIPTION  | 
       
          This course introduces aspects and methods for achieving high-quality 
          3D models both organic and inorganic. Major emphasis of this class will 
          be put on the creative output of the student via the tools learned and 
          projects assigned. Moreover, the course aims toward the comprehensive 
          use of techniques in Maya to create meaningful 3D sculptures and environments 
          with expressive content. The class will be structured around increasingly 
          challenging projects around practical topics, and a final focusing on 
          the human head. Lectures will focus on the tools and principles of surface 
          construction as well as characteristics involving materials, textures, 
          lighting, and more. Related topics may include intro to rendering: HDRI 
          rendering, Final Gather, ambient occlusion, radiocity, and 2D rendering 
          techniques.   | 
    
     
      PREREQUISITES  | 
      ART 380, Computer 
          Graphics I   | 
    
     
      INSTRUCTIONAL 
          METHODS  | 
      Class 
          lectures, in-class assignments, and project related demonstrations will 
          be provided from original or researched content. Supplemental homework 
          assignments, specific tutorials from published sources will be given. 
          Most of these assignments are, of course, to be done exclusively outside 
          the hours of class time.  
        The expecation is 
          3 to 6 hours per week working outside of class on project assignments 
          and homework. Lab hours will be posted. 
          There are numerous books and online tutorials on 3D modeling. I have 
          listed recommendations of texts and URLs for further study. I will also 
          distribute, handouts, images, and other reference materials to supplement 
          your studies.  
            | 
    
     
      TEXTBOOK 
          (s) 
        URL(s) 
        Assignments 
          may be given out of these selected items 
           | 
      BASIC 
          MODELING texturing, and lighting 
         
          Exploring 
            3D Modeling with Maya 7 , by P. Beckman and S. Wells Thompson 
            Delmar LearningISBN 1-4180-1612-8-  
          Learning 
            Maya 7, The Modeling & Animation Handbook, 
            Alias Systems Corp.ISBN: 1-894893-873- 
          Digital 
            Lighting and Rendering, by Jeremy Birn New Riders Press 
            ISBN: 0-321-31631-2 
         
          NOTE: 
          some links below might not work, please Google them 
          yourself if so 
        ANIMATION 
          TEXTS 
         
          -Timing 
            for Animation, 
            by Harold Whitaker and John Halas, Focal Press ISBN 0-240-51714-8 
          -The 
            Illusion of Life, 
            Disney Animation Walt Disney Productions ISBN 0-7868-6070-7 
          -The 
            Animator’s Reference Book 
            , Les Pardew & Ross WolfleyThompson Course Technology, USBN 1-59200-675-2 
          -The 
            Animators Survival Kit, by Richard Williams, Faber, ISBN 0-571-20228-4 
          -Cartoon 
            Animation, by Preston Blair, Walter Foster, ISBN 1-56010-084-2 
          -Understanding 
            Comics, Scott McCould, ISBN 0-06-097625-X 
          -Character 
            Animation in 3D, Steve 
            Roberts, Focal Press Visual Effects and Animation ISBN 0-240-51665-6 
         
          BRUSH-BASED 
        SCULPTING brush-displacement modeling techniques: 
          MUDBOX 
            and ZBRUSH: brush-based 
            displacement map sculpting (digital 
            clay) 
         
        
           
             | 
             | 
           
           
            | MUDBOX | 
            ZBRUSH | 
           
           
            brush 
                sculpting, super easy learning curve. 
                Runs on WINxp   | 
            bursh sculpting, 
                more tools, z-spheres, more to learn. very powerful. 
                runs on PC and Mac.  | 
           
         
          HEAD 
          AND BODY MODELING 
        
           
             | 
             | 
             | 
             | 
             | 
             | 
             | 
           
           
            | RYAN 
              KITTLESON's method | 
            JOAN 
              OF ARC tutorial: | 
            Another 
              Head Tutorial | 
            DIGITAL 
              TUTORS | 
            SPLINE 
              CAGE Method | 
            BOX 
              MODELING Method | 
            MODELING 
              THE EAR | 
           
           
            | simplified 
              poly cage construction, head only NOTE: does not cover 
              the ear. | 
            strategic poly 
              cage construction, head and body  | 
            step by step 
              Polygon/SubD, with Acrobat files, and tutorial files  | 
            strategic anatomically 
              correct construction, whole body  | 
            using NURB 
              splines to form face | 
            Quicktime, 
              (also called "blocking") | 
            create Poly 
              and append tools used to make an ear | 
           
         
          ADVANCED 
        FACIAL MODELING FOR ANIMATION 
         
          STOP 
            STARING 
            : Facial Modeling and Animation done Right, 
            by Jason Osipa  
            
         
          SURFACING: 
         
          NORMAL MAPPING: 
          Ben 
            Cloward, Cody 
            Sargent, BAAAAM! 
            tutorial,  
          Game-Artists.net 
          TEXTURES 
          some 
            texture 
          more 
            textures 
          MUDBOX:what 
            is Mudbox?  
          MudboxandMaya?, 
            MudboxBasicsAndWacomPen, 
            NORMALMAPSinMudbox, 
            MUDBOX_1of_4, 
            MUDBOX_2_of4, 
            MUDBOX_3_of_4, 
            MUDBOX_4_of_4, 
            RETOPPINGdetailinMUDBOX 
         
          3D 
          MODEL DATABASES: 
         
           http://www.meshfactory.com, 
            http://www.turbosquid.com, 
            http://www.3dcafe.com, http://www.linefour.com 
          ie: 
            McCainModel.zip, McCainMode.mb 
         
           PROFESSIONAL 
          CG SITES  
         
          http://highend3d.com  
          http://www.awn.com  
          www.cgchannel.com  
         
        Anzovin Setup Machine: 
         
          http://www.anzovin.com/products/tsm2maya.html 
         
        basic MEL and expressions: 
         
          basic MEL  
            
         
           | 
       | 
    
     
      OTHER 
          URLS 
        and 
          TEXTS  | 
      click 
          for extended resources and links 
        click 
          for animation related texts (Word File)  | 
    
     
      EDUCATIONAL 
          OUTCOMES 
        upon 
          completing this course the student should be able to:  | 
      -be 
          able to think, plan and work creatively and comfortably with 3D modeling 
          tools, and display expressive choices and technical proficiency. 
        -apply industry 
          standard modeling techniques of correct quad-based topology  
        -posses a versatility 
          in different modeling strategies including Polygon, NURBS, and Subdivisional 
        -create high quality 
          texture maps with UV layout coordinates with precision on models 
        -create both high 
          quality inorganic and organic referenced models, including the ability 
          to create anatomical models based on reference which are "on-model". 
        -predict and build 
          the topology (muscle)flow for characters which anticipate future pipeline 
          events such as blend shape animation. 
        -obtain a comfort 
          with the node-based structure and inter-dependancy in Maya; and have 
          a strong knowledge of its context and workflow for creating models.  | 
    
     
      PHYSICAL 
          SUPPLIES  | 
      USB 
          Flash Drive (1 GIG 
          recommended) 
        External 
          Hard Drive, (mac formatted). 
          At least 80 gigs 
        Large Sketchbook, 
          graph paper, pencils, markers, and other drawing materials,  
        Sculpting material (optional) 
          may include: formable wire, clay or "sculpy"  | 
    
  
  
     
       | 
      Maya 
          Basics  
        
          · Interface layout, 
            and logic (images here are not latest Maya 
            version): 
          grid, 
            interface, channel 
            box, attribute editor, commandline, 
            helpline, modules 
            , hotbox, layer 
            editor, manipulators, outliner, 
            panel layout, pivot, 
            quicklayout, shelf, 
            statusline, toolbox, 
            move tools, shortcuts, 
             
          ·See through the 
            3D camera space and the orthogonal views. 
          · Cartesian properties 
            (xyz) 
          · Navigating around 
            the virtual world and camera control 
          · Manipulating objects. 
            (move, rotate, scale) 
          · Displaying object 
            wire, shadeModeling basics 
          · Primitive geometry 
            and pre-defined content 
          · Moving an object’s 
            pivot 
          · Polygon intro 
          · Selecting order, 
            and duplicationHierarchy 
          · Understanding 
            hierarchy, dependency and the workflow of Maya 
          · grouping, parenting, 
            and the Hypergraph 
          · Class Exercise: 
            Model and Navigate 
          · Class Exercise: 
            Create a Tree, Extrude face/edge of a box, Extrusion 
            on a curve 
         
           | 
    
     
       
            
          week1, 
            week2, week3, week4, 
            week5, week6, week7, 
            week8, week9, week10, 
            grading, policies 
             
          WEEK 2 
          Modeling Tools and Geometry 
            
            
            
          | 
      Modeling 
          basics (cont.) 
        
          · Object and component 
            mode  
          · Manipulating polygon 
            surface components (vertex, edge, face) 
          · Extruding a face, 
            edge, etc. (keep faces together, or not) 
          · NURBS objects 
            and their components (hulls, lines, CVs) 
          · NURBS and Polygon 
            comparison, show tesselation differences. 
          · Trimming NURBS, 
            and use of Make Live 
          · Pick masks: prioritizing 
            and masking· The Outliner:  
           · Drawing and manipulating 
            NURBS curves 
          · Using simple curves 
            to create custom objects (extrude, loft, etc)Rendering Basics 
          · Lighting intro 
            (point, directional, spotlight, etc) 
          lighting explained 
          tpyes 
            of lighting 
          low 
            key/high key 
          three 
            point lighting 
          shader 
            examples 
          · Hypershade and 
            Shading intro 
          | 
    
     
       
          week1, 
            week2, week3, week4, 
            week5, week6, week7, 
            week8, week9, week10, 
            grading, policies 
             
          WEEK 3 
            
            
            
          | 
      MIDTERM 
          PROJECT : VIRTUAL MOBILE is assigned 
        
          DUE: 
            THURSDAY, APRIL 29th 
           (image 
            on left, for definition purposes only) 
          mo·bile 
            a piece of kinetic sculpture having delicately 
            balanced units constructed of rods and sheets of metal or other material 
            suspended in midair by wire or twine so that the individual parts 
            can move independently, as when stirred by a breeze.Compare to stabile. 
          I 
            want you to start with a collection of FOUND OBJECTS, model them individually, 
            then desgin them into a virtual hanging mobile sculpture. You can 
            use lights if you wish to create a chandelier-like piece as well, 
            it's up to you. Moreover, in the tradition of Alexander Calder, create 
            a piece that looks like it could actually balance itself in gravity. 
            (more info 
            on kinetic sculpture) 
         
        found 
          objects  
        HERE ARE THE STEPS FOR THIS 
          PROJECT  
         
          1) Spend at least 
            one full day collecting small objects..you could go on a 
            nature walk and collect leaves, rocks, stones, bark, pine or seedling 
            cones, shells, broad grass samples, etc. Then you could go and search 
            for junk items, metal, wood, simple toys, harwares, stuff in a junk 
            drawer... 
          ..all items you can fit 
            easily into your hand...make sure you have a large amount of diversity 
            of items. You may if you want collect any manmade items, dicarded 
            or trashed, but again, only if it looks completely safe, and permitted. 
            DO NOT go to anyplace dangerous, 
            CSULA holds no liability. 
          2) Collect 
            all a wide variety of portable found items, that you can put in a 
            bag and bring back to lab or home to begin to make organic models. 
          3) choose 
            at least eight of the most interesting forms among the object and 
            make sketches of them in front and side views. Take these drawings 
            and scan them into Maya and use as building plans for you model. 
          4) You 
            may also DIRECTLY SCAN some of the flat surface and texture of your 
            object. You are to not only to model these objects as faithfully as 
            possible, you will contribute color, bump, tranparency, and any other 
            texture maps needed to give full richest and similitude to your objects. 
            Using efficient quad-polygon and/or NURBs techniques, you are expected 
            to make professinal level models as well as believable textures and 
            High quality lighting. (using global illumination 
            / mental ray) 
          5) After 
            all eight of you objects are modeled and textured, you are to arrange 
            these mutiple objects into a MOBILE, or VIRTUAL HANGING SCULPTURE 
            that connects all the peices together. you can incorporate lights 
            as well to make you piece like a chandelier or any creative interpretation 
          Your project can have a 
            social message as well if you wish, warning against overconsuption, 
            but the content, message, and the creativity is up to 
            you. 
          6) SPECS: 
            this project (following the file tree below) 
            as instructed, and render at least 3 different views, at a resolution 
            size of at least 3K each. 
         
        Modeling and Materials 
           
         
          · Intro to 3D typology: 
            Further surface construction via curves to create NURBS surfaces 
          · shading and lighting 
            continued: materials, different types of lights, and aspects of surface 
            appearance. 
          · Lighting and the 
            properties of rendering, tesselation, raytracing. Depthmap and raytraced 
            shadows. Emulating realistic lighting without using Raytracing. 
          · More Poly tools: 
            split polygon, split edge ring, cut faces, merging, etc. 
          · Polygons, Collapse 
            edges, Merging Verticies 
          · Subdivision modeling· 
            Polys to subD conversions 
          · New features since 
            2008: when you hit 1,2,3 on a selected polygon, acts like a SubD. 
          · Materials further: 
            2D and 3D textures 
          · texture maps further: 
            color, bump, displace, transparency, etc. 
         
        HOMEWORK: 
          modeling and lighting a variety of simple forms. 
        other 
          assigments similar to this one  | 
    
     
       
          week1, 
            week2, week3, week4, 
            week5, week6, week7, 
            week8, week9, week10, 
            grading, policies 
             
          WEEK 4 
            
            
            
          Super 
            Fast 3DAnim Overview 
            
          | 
      UV texture creation 
          and placement  
        
          Laying 
            out UVs on polygon figure 
          · Box modeling techniques: 
            begin with half of a Poly cube (open). 
          · Outputting UV 
            maps· Mapping methods for geometryPaint EffectsCamera Properties 
          box 
            modeling, (subdiv Proxy) instance setup 
          · Box model a basic 
            head, using edge loops, and Instance duplicate; upon finish Mirror 
            Geometry and merge both parts. (all edge verts. flush to the "0" 
            line, before mirror,) (trans tools settings set to WORLD, retain component 
            spacing OFF, discreet move OFF) 
          · Basic approaches 
            to customized Photoshop textures for Polygonal Models 
          · Film format/aspect 
            ratio, composing the camera 
          · Film format/aspect 
            ratio, composing the camera· Changing lenses, focal length, 
            and Action Safe/Title safe areas· Depth of field 
          · basic projection/normal 
            mapping, 2D/3D placement node. 2D/3D map descriptions 
          | 
    
     
       
          week1, 
            week2, week3, week4, 
            week5, week6, week7, 
            week8, week9, week10, 
            grading, policies 
             
          WEEK 5 
            
            
            
          | 
        MIDTERM PROJECT 
          (Virtual Mobile) is DUE, Thursday April 29th 
        Other modeling methods: 
         
          Duplicate Special 
            for quick complexity, but be careful.. 
              
         
        bump/displacement 
          mapping 
        
            
         
        normal 
          mapping:  
         
          Ben 
            Cloward, Cody 
            Sargent, BAAAAM! 
            tutorial,Game-Artists.net 
         
        MUDBOX and NORMAL 
          MAPPING: what 
          is Mudbox?  
        MudboxandMaya?, 
          MudboxBasicsAndWacomPen, 
          NORMALMAPSinMudbox, 
          MUDBOX_1of_4, 
          MUDBOX_2_of4, 
          MUDBOX_3_of_4, 
          MUDBOX_4_of_4, 
          RETOPPINGdetailinMUDBOX 
        TEXTURES 
         
          some 
            texture 
          more 
            textures 
          -in Animation Menu, try 
            using Deformers 
          -Animation>Deform>Non-Linear 
            Deformers: bend, flare, sine, squash, twist, wave, etc. 
          ----------------------------------------------------------------- 
          use front/side/top view 
            images for accuracy, i.e: 
             
         
          
        revisiting TEXTURES 
          and their placement: 
         
          -Projection, Normal, Procedural: 
            a 2D or 3D placement node is created. 
          -the variety of maps you 
            can create: color, transparency, bump, displacement, diffuse, specular, 
            incandescent, normal map, and on and on.. 
         
           | 
    
     
       
          week1, 
            week2, week3, week4, 
            week5, week6, week7, 
            week8, week9, week10, 
            grading, policies 
             
          WEEK 6 
            
            
            
          Special Topics Visited 
          | 
        MIDTERM 
          PROJECT : SELF PORTRAIT / ALTER EGO is assigned 
        DUE: 
          TUESDAY, JUNE 8th 
        -More on UV texture mapping, 
          redo the demo once again of facial layout. 
        · Lighting: realistic 
          sources, multiple sources, soft shadows 
        · Raytracing, reflection, 
          and refraction· Qualities of light, mental ray materials and 
          photons: Cuastics 
        · Basic Special Effects 
          on surfaces, Paint Effects, particles, 
        · more on Box Modeling, 
          modeling to reference. 
        · basic demo of the 
          "Soft Modification Tool"  
        · importing and using 
          image planes for reference 
        · setting up and using 
          refererence, the importants of good flat reference, good line-art often 
          is the most useful, ie: line art example, 
          but you can use photos too if you manipulate them well in PS. 
        · setting up "plumb 
          lines" of the front and side view in Photoshop in a layer. 
          Or, if you draw or trace your image, use Graph Paper. 
        · basic intro to "Poly-to-Poly" 
          modeling method, using front and side reference, · Point 
          layout  
        · Organic Modeling 
          Concepts: Muscle Flow, Uniformity, Quad 
          Topology 
        · Customize your Marking 
          Menu 
        · UV Texture Editor, 
          very basic intro 
        · Simple demo of painting 
          a face in Photoshop to follow UVoutput. 
        · Use of Photoshop 
          in texture map creation, import UVout into a layer in PS, painting on 
          above layers with less% of Fill. 
        -Modeling demo, starting 
          again with Poly-toPoly sconstruction of the eye, building in edge rings, 
          showing strategy of point layout 
        -converting the eyes and 
          surrounds to SudDiv, using tools to sculpt, and back to Polys again, 
          (make sure to set to "Verts" in conversion Options)  
        -benefits in modeling in 
          SudDivs,: slect edge(s) under eye, and inset crease (SubdivSurf>full 
          crease edge) 
        -show kinds of errors one 
          can get with converting Polys to SubDivs: what are nonmanifold geometry? 
          and lamina faces? you can correct these in Mesh>Polygon Cleanup 
        -show the usefulness of Mesh>Sculpt 
          Geometry Tool (works with Poly or SubDivs) 
        -show the SOFT MODIFICATION, 
          red feedack shows influence: *also in: Modify>Transformation Tools>Soft 
          Modification Tool, OR, Animation>Deform>Soft Modification 
        · Building a Face 
          (Poly-to-Poly method), online 
          tutorial  
        · Building a Face 
          (another step by step), tutorial 
        · point layout with 
          Z-brush   
           
        · Making Normals Soft 
          or Hard: Edit Polygons>Normals>Soften/Harden* 
        *also can "conform" 
          Normals if the are not homogenous 
        · Ear 
          layout, Ear 
          Model Tutorial, Modeling 
          a Hand 
          
        FINAL PROJECT 
          is 
          assigned: CREATE A 3D MODEL OF YOUR OWN HEAD.. 
          create a 3D head closely based on photo-references to match as closely 
          as possible to refererce. They modify the head, style, look, or appearance 
          of the head that provides an alter-ego or a much different yet perhaps 
          hidden side of yourself. (due Finals Week)Proposal and sketches for 
          FINAL PROJECT assigned (due Week 6)  | 
    
     
       
            
          week1, 
            week2, week3, week4, 
            week5, week6, week7, 
            week8, week9, week10, 
            grading, policies 
             
          WEEK 7 
            
            
            
          Special Topics Visited 
          | 
      Look 
          Over Midterm Projects, Class Critique   
        BELOW 
          IS THE CRITERIA FOR THE Final Project  
        1)The 
          standard and quality of model, textures, lighting must be very high 
          (matching the most rigorous evaluation grading cirteria (in blue below) 
          the "head" must have proper topology, and UV texutre maps 
          of color, bump, specularity maps, etc, where necessary. 
        2)The 
          film should reflect a SINCERE ATTEMPT BY THE STUDENT TO COMMUNICATE 
          an imaginative new identity(potential)through the model, whether that 
          be a specialized object, environment, world or character. 
        3)The 
          piece must have an idea of what target viewer, group, or audience would 
          this piece be produced for.  
        4)You 
          must have at least FOUR, 3K renders of your final model, with high-end 
          texture, lighting, etc. UV texture mapping is expected on at least one 
          or more of your surfaces. Either realistic or specialized lighting is 
          expected in your scene which clearly defines a strategic lighting situation. 
        5)You 
          must show efficient level of modeling skill in Polygon, NURBS and/or 
          SubDs 
        6)The 
          model should give the impression of STYLE, a graphic or aesthetic strategy 
          used by the artist. The design/sketch approval phase will dictate 
          most of this. 
        7)You 
          must follow the file tree specifications when turning in all of the 
          Final Project Content 
        ---------------------------------------------------------------------- 
        this special topic will 
          by demonstrated for interested students 
        · Caustics and Global 
          Illumination · mental ray lights 
        · Proposal 
          and sketches for FINAL PROJECT are due  | 
    
     
       
          week1, 
            week2, week3, week4, 
            week5, week6, week7, 
            week8, week9, week10, 
            grading, policies 
             
          WEEK 8 
            
            
            
          Special Topics Visited 
          | 
      this special topic 
          will by demonstrated for interested students:  
            
        · NURBS patch modeling 
          (facial model), direct conversion to SubD’s 
        image lighting, ambient occlussion, 
          mental ray 
        HDRshop 
        shader 
          examples  | 
    
     
       
            
          week1, 
            week2, week3, week4, 
            week5, week6, week7, 
            week8, week9, week10, 
            grading, policies 
             
          WEEK 9 
            
            
            
          Special Topics Visited 
          | 
      this special topic 
          will by demonstrated for interested students:  
           
        · Toon Shaders, Ramp 
          Shaders, vector Renders, and otherwise 2D-shaders 
        · Basic Character 
          Rigging: getting your model into different poses   | 
    
     
       
            
          week1, 
            week2, week3, week4, 
            week5, week6, week7, 
            week8, week9, week10, 
            grading, policies 
            
            
            
          WEEK 10 
          Special Topics Visited 
          | 
      · Consultation on 
          last leg of production: proper format, media, specs and content delivery 
        FINAL PROJECT 
          to be completed and turned in on designated due date on Finals Day of 
          the 11th week. Student presentations will be prepared for Finals, where 
          classmate critique and discussion will end the course.    |