COURSE
OUTLINE
ART
480 Computer Graphics II (modeling in 3D)
Winter
2010
CSULA
Professor Jim Ovelmen
CLASS
CALENDAR FOR ART480
FURLOUGH
DAYS
jim@jimovelmen.com
Jim.Ovelmen@calstatela.edu
FOR
LAB TIMES: CHECK OUTSIDE THE DOORs OF FA-225
and MUS-220, for schedule, or click
here
Department
of Public Safety/Security 323-343-3700
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 |
1:30 to 4:00pm, Monday and Wednesday |
|
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

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
|
|
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 : Cornucopia
is assigned
DUE:
TUESDAY, NOVEMBER 3rd
(image
on left, for definition purposes only)
cor·nu·co·pia from
Late Latin cornu copiae horn of plenty
1) a curved goat's
horn overflowing with fruit and grain, sybolizing abundance,
2) an inexhaustible store, 3) a recepticle
shaped like a horn or cone
wiki ,
found objects
1) Go on a walk a nature walk, or a walk through primarily
an area that has plenty of open, natural growth. Collect at least 10
easy to carry natural items (which is safe and permitted to take). IF
IT IS NOT PERMITTED TO TAKE, YOU MUST TAKE A PICTURE OF THE
OBJECT ( at least 2 different views) for example you can collect
leaves, rocks, stones, bark, pine or seedling cones, shells, broad grass
samples, etc. 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 MONSTER, a
FIGURE or an ASSEMBLAGE that gives perhaps fantastic or fantasy creature
or thing made from the sum of many natural parts. It
can be anything you can think up, from the Frankenstein idea
to a futuristic weapon, musical instrument, or vehicle, to an exotic
animal, yet entirely made from these natural,
(or manmade) found objects. 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
· Box modeling techniques: begin with half of a Poly cube (open).
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
· 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
· 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



|
bump/displacement mapping
creative
texture idea

Duplicate Special modeling a pinecone
  
-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
|
-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

MIDTERM PROJECT (Cornucopia) is due, Tuesday Nov 3rd.
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-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. |