DIGM 210 3D Modeling + Design
Section 501
– Thurs – 3:30 PM- 6:20PM Rm. 015
Professor: Paul Diefenbach
emergency
phone:215.514.1386
Course Objectives:
Beyond the basics of computer-generated three-dimensional
object creation, this course will introduce the students to the principles and
techniques of virtual scene-building for animation, visualization, and
gaming. Through combined lecture and
studio work, students will achieve a high comfort level with the universal
applications of 3D modeling and non-application-specific software tools and processes. A series of hands-on exercises and projects
will teach students to work through various stages of project development from
conceptual drawings to finished renders.
Students will also learn the basics of shot composition and storytelling
through still image. Topics are to
include modeling (polygonal, NURBS, and Sub-Divisible Surfaces), shader
creation and mapping, lighting, and virtual camera setup.
Requirements:
Students are to complete assignments
as given, and submit the work written to a CD (Rom,
RW,…), unless otherwise stated. It is highly recommended that each student maintain working copies and backups
of the coursework on portable media (i.e.: external Firewire or USB hard drive or memory modules).
Each week, the students will be expected to present their
completed assignments as either an informal assessment at their workstation, or
possibly to the entire class for group discussion. Besides attending every class, and every lecture, students will
be responsible for supplemental reading, and research. The first half of the course will be dedicated
to helping students develop basic skills that can be applied not only to final
projects, but future CG projects in animation and gaming. The lion’s share of the final four weeks
will be dedicated to a manageable scale project. Each student will give a short studio presentation-in-critique of
their work in a class-wide Final Critique.
Materials:
-Sketchbook – Large format (at least 8½ X 11”) with tear-out
pages
-Students are required to supply an external storage device
(Firewire, USB2) for backing up work.
-Students may be required to purchase additional
presentation materials, including black
matte board and markers.
Grading:
Grading will be based on the following:
1) Weekly assignments (35%)
2) Final Project (35%)
3) Sketchbook review (15%)
4) Presentations and class participation (15%).
Attendance is mandatory; each class missed will result in a
one letter grade reduction of final grade.
Missing more than three (3) classes will result in a failing grade. Missing any class lecture will also result
in a significant gap in knowledge of given techniques, and lecture material
must be learned on ones own (a grueling process). Students must not miss a critique under any circumstances. Project due dates will be strictly observed,
and late submissions will be graded one grade lower for each class date
missed. Quality of final projects and
presentations is extremely important, and student may be required to re-submit
any/all work considered below professional
standards.
Rules of Engagement:
Unless pre-approved by the professor, the following are
(more than) kindly requested to be observed.
In fact, due to their high level of distraction, they are strictly
forbidden in the class except under special circumstances
·
No
customizing of interface on class/lab machines
·
No
cell phone activity
·
No
non-course-related Internet: IM’ing, IRC, gaming, etc.
·
No
food or drinks (other than life essential
H2O) are permitted in the labs
Course Schedule:
Week 1
Lectured Discussion and Demonstration: “Primitive World”
·
Course
Overview
·
Introduction
to Autodesk Maya interface, workflow, clerical control, and Help
·
Coordinate
systems, and commonalities of various 3D apps and functions.
·
Discussion
covers object analysis, and conceptual de-construction into basic geometric
sub-shapes and solids.
·
Begin
virtual world creation by way of 2D/3D geometric primitives and their
components: curves, planes, shapes, boxes, spheres, cones, etc.
·
Renderers,
Simple Lambert shader for color
Homework Project 1 (Due Week 2):
Choose one of the following:
·
Select
an ordinary real-world object (of moderate complexity) and create a 3D
interpretive representation based solely on geometric primitives as its
constituent parts.
·
Create
an urban density of architecture based solely on geometric primitives. –Design
a small city. Virtual city-planning in
a week.
Week 2
Lectured Discussion and
Demonstration:
·
Positional
Tools: Grids, Alignments, and Snaps
·
Introduction
to Polygonal Modeling (theory,
low-poly vs. high-poly, tools, techniques, adding definition through edges)
Homework Project 2 (Due Week 3):
“Low-Poly Creative Creature”
Design and model a low poly character using the poly
modeling techniques discussed in class, and/or other poly modeling techniques
you discover. The character need not be
a typical humanoid male. Be
creative! Create a seven-legged Boogie
man. Create a legendary winged,
horn-faced grabazoid (not to be confused with the “graboid” from Tremors 1,
also known as “Dirt Dragon” in Tremors 4).
Only add polys where you need them!
Creatures must be sketched from side, front, and perspective
views before being modeled, scanned in and used as image planes in Maya as
discussed in class.
Week 3
Short critique
of
Lectured
Discussion and Demonstration:
·
Shaders:
Hypershade, types of shaders, shader network
·
Mapping:
Theory, UVW space, Painted vs. Procedural
·
Procedural
networks, map channels
·
Laying
out UVs for Painting Textures
Homework Project 3 (Due Week 4):
“Creative Creature Redux”
Add geometry details to character, clean up trouble spots,
add definition where needed. Layout UVs
and create shaders for character (mix of painted and procedural).
Week 4
Critique of
Creative Creature. (Submit drawings, stills
and .mb file to //digmfiles/DIGM210_Diefenbach/Creative Creatures) in a folder
with your name BEFORE class.
Lectured
Discussion and Demonstration
·
Introduction
to NURBS Modeling in Maya
·
Conversion
to Polys vs. NURBS Render Settings
Homework Project 4 (Due Week 5):
1)
“Hi-Resolution Still Life”
Create a meaningful small still life (3-5 objects) using the
smooth surfaces techniques discussed in class.
At least one must be NURBS, one must be made using the Smooth Proxy, and
one must be a NURBS objects converted to polygons and further manipulated. Objects should be shaded and textured as
well, and those students choosing to do only 3 objects will be expected to have
higher quality textures/shaders. Along
with .mb file, students must submit a short description of the scene (story),
no more than 100 words as a Word .doc along with at least one high quality concept
sketch done beforehand.
2) Email instructor: “murky points” and questions (to be
addressed next week).
Week 5
Short Critique of Hi-Res Still Life
Lectured Discussion and
Demonstration
·
Lighting
(Theory, types, shadows)
·
Lighting
Techniques (3-point, mood, …)
·
Course
Evaluation: Review and Clarifications of Previous Topics and “murky points”
·
Discuss
Final Project
Homework Project 5 (Due Week 6):
Final Project “pre-production”
1) Submit written description of scene. This description should discuss everything
from the basic concept (Luxurious condominium living-room; Grandiose hotel
lobby; Dark, cavernous, wizard’s lair; Murky, underwater shipwreck with
mysterious glowing object; …etc.) to what specific objects will be in the
scene. The image should be aimed at producing
some emotional reaction. Describe this
in detail and how you plan to achieve that reaction with composition, lighting,
color palette.
Example (Luxurious condominium living-room):
This image is designed
produce an overwhelming feeling of serenity in the viewer, mixed with a sense
of amazement and longing. Warm sunlit
highlights pour in through large bay windows, through which we can see a
magnificent view of the harbor. This
hardwood floored paradise is aimed at the crème de la crème of society. Everything from our slick appliances,
including Sub-Zero refrigerator, to rockwood pottery and authentic Indian Rugs
speak luxury… etc.
Description should be 100-250 words and submitted as a Word
.doc
2) Create a minimum of five
detailed scene sketches from different camera angles. You will most likely need to sketch a top down plan to help keep
continuity between images.
3) Collect visual references and assets (digital and/or
analog) for Final Project. Must have
references for at least five key objects; however, overall artistic/thematic
references are encouraged.
Week 6:
Lectured Discussion and
Demonstration:
·
Volumetric
Lights and Environments
·
Advanced
Shaders
·
Introduction
to MentalRay, Raytracing, Shadows, Reflections, Indirect Illumination
Homework
Project 6 (Due Week 7):
1)
“Five Objects In A Box”: basic experiments with raytraced lights, materials, and shadows
2) Work on Final Project (for informal in-class review by
Instructor). Scene “shell” with placeholder geometry for all other
objects. Set up your five cameras to
rough out composition. Begin modeling
five key objects.
Week 7:
Lectured Discussion and
Demonstration:
·
Introduction
to Subdivision Surfaces Modeling (Sub-Ds)
Homework Project 7:
Work on Final Project.
Five key objects fully modeled and textured for presentation next week.
Week 8:
Lectured Discussion and
Demonstration:
· Mid-Review of Final Projects
· Retro-, and enhanced coverage of earlier topics (“What Has Fallen Through the Cracks”)
Homework Project 8:
Work
on Final Project
Week 9:
Lectured Discussion and
Demonstration:
·
Introduction
to 3D Studio Max
Homework Project 9:
Work
on Final Project
Week 10:
In-Class: Studio time for Final
Projects
Homework Project 9:
Work
on Final Project
Week 11:
>>>>>>>>Final
Critique