3D Modeling using Maya
Non-Credit Friday 6:00-9:45pm 5/31/02 - 7/26/02 9 sessions
Jenga Mwendo
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
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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].
-
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!)
raph.com (has tutorials, though not in Maya)
Industry Links:
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.
Students will be graded based on:
-
attendance
-
quality of final project
-
obvious skill development