COURSE
OUTLINE
ART
480 Computer Graphics II (modeling
in 3D)
CALIFORNIA
STATE UNIVERSITY LOS ANGELES
Professor Jim Ovelmen
jim@jimovelmen.com
Jim.Ovelmen@calstatela.edu
FOR LAB
TIMES: CHECK OUTSIDE THE DOORs OF FA-225 and
MUS-220, for schedule
week1, week2,
week3, week4, week5,
week6, week7, week8,
week9, week10, grading,
policies
Office: |
FA 227 |
Office Hours: |
11:30am to 1:30pm, Mondays and Wednesdays |
Phone: |
Ext. 3-4033 |
Class Location |
Rm. FA 225, Art Department |
Term/Year |
WINTER 2008, beginning September 18th |
Course Length |
10 weeks + finals day |
Meeting Time |
4:20 to 6:50pm, Tuesdays and Thursdays |
|
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
ONLINE
TUTORIALS AND DVDs
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

3D MODEL
DATABSES:
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
|
|
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
·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 |
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


|
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 in 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.
PROJECT
#1 find an image of a simple interior photographed by a known photographer.
Model it using the techniques taught thus far. Pay attention to lighting.
Do not use color. Try to radically change the mood of your image by
altering the model and the light. Render this final result and place
side by side the original photo.
ASSIGNED: 2nd class of WEEK 3
DUE: 2nd class of WEEK 4
full
description and specs for assignment
see past student
examples of this assignment
file tree for assignments
|
week1,
week2, week3, week4,
week5, week6, week7,
week8, week9, week10,
grading, policies
WEEK 4


|
UV texture creation and placement
· Box modeling techniques: begin with half of a Poly cube (open).
· 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)
· 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.
· Basic approaches to customized Photoshop textures for Polygonal
Models
· Outputting UV maps· Mapping methods for geometryPaint
EffectsCamera Properties
· 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
------------------------------------------------------------------------------
PROJECT #1 is due
· look over due assignments (project#1)
· basic projection/normal mapping, 2D/3D placement node. 2D/3D
map descriptions
· more on Box Modeling, modeling to reference.
· basic demo of the "Soft Modification Tool"
· choose a good front and side photo of a Helmet, ie Viking
Helmet.
· 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
PROJECT
#2: (MIDTERM PROJECT) Find images, references, photos of a medieval
helmet or headdress, which was actually in existence in that era. Model
it as closely as possible, yet simplify where necessary. Then add new
elements and/or details, which can only have come from our own age.
The use of Color, reflectivity, texture and bump mapping is encouraged
(due week 6)
full
description and specs for assignment
see past student
examples of this assignment
file tree for assignments |
week1,
week2, week3, week4,
week5, week6, week7,
week8, week9, week10,
grading, policies
WEEK 5


|
-finish looking over finished Project 1 (model an interior)
-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
-----------------------------------------------------------------
revisitng 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..
-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, |
week1,
week2, week3, week4,
week5, week6, week7,
week8, week9, week10,
grading, policies
WEEK 6


Special Topics Visited
|
· Building a Face (Poly-to-Poly method), online
tutorial
· Building a Face (another step by step), tutorial
· Point layout and Edge Loops,
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
PROJECT #2 (MIDTERM) is due
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 7) |
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 topolody, 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
-Sketches for your Final Project is due: Class
1, of week7
----------------------------------------------------------------------
this special topic will by demonstrated for interested students
· Caustics and Global Illumination · HDRI and image-based
lighting
· 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, HDRI
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-looks
· 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. |