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3D Modeling using Maya
Non-Credit Friday 6:00-9:45pm 5/31/02 - 7/26/02 9 sessions

 

Jenga Mwendo

[email protected]

718-398-0340

 

Class Time 6:00-9:45pm

Term Dates May 31 – July 26, 2002

Room 1040

 

 

COURSE DESCRIPTION

 

This course focuses on the art of digital modeling in AliasWavefront Maya.  Students will learn tools and techniques used by professionals in the industry to create realistic models.  They will learn the benefits and disadvantages of NURBS, polygons and Sub-Division surfaces.  There will be two major assignments: to model a human head in polygons and Sub-D, and to model a simple character toy in NURBS.  Other assignments will include creating environmental models to accompany the character models.  Attention to detail will be stressed in this course.  Though the concentration is on modeling, basic lighting and rendering will be reviewed as they apply to presenting a model on a demo reel, for instance.  Basic rigging will also be reviewed as it applies to modeling.  Each student will be expected to complete rendered turntable of their character models, along with rendered scenes of the heads in their scenes.  These will serve as a final project.

 

 

COURSE OBJECTIVES

 

§         A clear understanding of NURBS, polygonal and Sub-D modeling tools

§         Knowledge of common methods of creating realistic models

§         Smart modeling: economizing polygon/isoparm count without compromising model quality

§         Use of reference images as a vital resource for realistic modeling

§         Basic understanding of lighting and rendering

 

 

The first project will be to create a head model with polygons and Sub-D

 

Week One (5/31/02) - Review

-          Review basic techniques of character modeling using polygons

-          Each students creates simple polygonal model or NURBS model as skill test

-          HW: get reference for head model.  Begin modeling based on what was reviewed.

 

Week Two (6/7/02) – Creating Basic Poly Head Model

-          Basic radial head tutorial in polygons

o        Converting NURBS to polygons

o        Splitting polygons

o        Converting polygons to Sub-D and vice versa

-          Troubleshooting

-          HW: continue developing head model; model should be accurately proportioned with an obvious nose, forehead and chin by next class.  Create a simple environmental model to accompany head model in a scene, making sure that it is sized correctly.

 

Week Three (6/14/02) –Developing Poly Head Model

-          Class viewing and critique of environmental models

-          Basic tutorial on creating eyes and ears and attaching them to the model

o        Using reference, anatomy book, and a mirror to ensure accuracy.

o        Merging vertices and edges

-          Working on models, one-on-one instructor-student time

-          HW: continue developing head model; model should have ears and eyes by next class.  Otherwise, model development should be obvious.  Create a simple surface for the head model to rest on, making sure that it is sized correctly.

 

Week Four (6/21/02)  – Detailing and Completion of Poly Head Model

-          Class viewing and critique of environmental models

-          Paying attention to detail (eye creases, mouth corners, etc.)

-          Lighting and rendering model

-          Working on models, one-on-one instructor-student time

-          Introduction of second project, the character toy model

-          HW: Complete model to your liking.  I suggest spreading the work over two or more days.  Send jpegs of your model to [email protected] after the first day so I can give you tips.  Bring in reference material for second project, the character toy model.

 

 

The second project will be to create a character model with NURBS.

 

Week Five (6/28/02)  – Basic NURBS Modeling

-          Class viewing and critique of poly head models

-          Understanding NURBS modeling, planning your model

-          Basic radial head tutorial in NURBS, using reference.

-          Creating upper and lower body, using reference and anatomy book

-          HW: develop NURBS character model, focusing on head for now; model should be accurately proportioned with obvious facial features by next class. Upper and lower body should be blocked in. Create a simple environmental model to accompany character model in a scene, making sure that it is sized correctly.

 

Week Six (7/5/02)  – Developing NURBS Character Model

-          Class viewing and critique of environmental models

-          Creating eyes and ears in NURBS

-          Connecting the pieces

o        Surface fillet

o        Attaching Surfaces

o        Trim/Untrim Surfaces

-          Working on models, one-on-one instructor-student time

-          HW: develop NURBS character model, focusing on body and connecting all surfaces; model should have eyes ,ears, and be whole by next class.  Create a surface for the model to stand on, making sure that it is sized correctly.

 

Week Seven (7/12/02)  – Detailing and Completing NURBS Character Model

-          Class viewing and critique of environmental models

-          Paying attention to detail (muscle structure, accurate anatomy, etc.)

-          Lighting and rendering model

-          Working on models, one-on-one instructor-student time

-          GUEST Instructor will give a master lighting/texturing demo

-          HW: complete character model.  I suggest spreading the work over two or more days.  Send jpegs of your model to [email protected] after the first day so I can give you tips.  Create simple texture maps for your models and render them out for the next class.

 

 

Week Eight (7/19/02)  – Cleaning Up and Presenting Models

-          Class viewing and critique of NURBS Character Model, non-textured and textured, and textured poly model

-          Cleaning up your poly model (deleting unnecessary nodes, reducing polygon count, checking and re-checking model) and converting to Sub-D for the final time.

-          Cleaning up your NURBS model (getting rid of any creases, deleting unnecessary nodes, reducing isoparm count, checking UV space, checking and re-checking model)

-          Naming geometry

-          Creating and rendering a turntable for your head and character model

-          Outputting your rendered frames to tape (brief demo by NYU personnel)

-          GUEST Instructor will give a master rigging demo

-          HW: clean up model and lay off turntables and rendered scenes to tape.  Please do not spend your time rigging your character (you can do that later).  By next class, you should have one 5-second turntable of the polygonal head model, one 5-second turntable of the NURBS character model, one 5-second shot of your polygonal model in a scene with the environmental models, and one 5-second shot of your polygonal model in a scene with the environmental models.  On the tape, these turntables and shots should be separated by 1 second of black.  If you have any questions, please email me at [email protected]; send jpegs to [email protected].

 

Week Nine (7/26/02) – Final Presentation and Critique

-          Tying up loose ends

-          Final presentation and critique of projects

 

 

ENJOY THE REST OF YOUR SUMMER!!!  PLEASE KEEP IN TOUCH!!

 

 

 


Check out these websites:

www.aliaswavefront.com (official Maya website)

www.highend3d.com (has tutorials!)

www.vetorzero.com/kaya

raph.com (has tutorials, though not in Maya)

 

Industry Links:

www.ilm.com

www.pixar.com

www.rhythm.com

www.digitaldomain.com (very cool!)

www.blueskystudios.com (be patient…. They’re workin’ on it!)

 

Handouts:

Frequently used keys and key combinations

How to create your own hot keys

Example environment and character toy reference images

Basic Head modeling tutorial

Basic Lighting and Rendering review

Session overviews

 

Additionally, students will be instructed to keep a binder for: 1) storage of handouts, reference images, relevant information; 2) recording technical issues and solutions to problems; 3) taking notes in class and charting their own progress.

 

GRADING

Students will be graded based on:

-          attendance

-          quality of final project

-          obvious skill development

 

 

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