Welcome
Instructor: | Mark C. van Langeveld longfieldstudio@gmail.com |
TAs: | |
Class Lab Hours: | Section 001 (T, H 3:40--5:00 PM) |
| Section 002 (T, H 5:15--6:30 PM) | |
Classroom: | MEB 3225 |
Extra Lab Hours: | TBD |
Course Description
Introduces students to asset design and production pipeline for 3D game engines focusing on characters for machinima. Students will utilize advance graphics software packages that are prominent in the video game industry such as MAYA, PhotoShop, DAZ3D tools and SoftImage Mod Tool. These sw packages will be demonstrated from a users perspective and explained from the software engineers angle. This is a project-based class that includes a teaching strategy of short video taped lectures, project demonstrations and one-on-one training in the lab.
The main project is broken into many stages with the goal of creating a custom character for the Half Life 2 (HL2) engine used in CS 5964 Interactive Machinima course. This includes designing, modeling, texturing a character of the students choosing. They will also learn to adapt a given model from DAZ3D and incorporate it to HL2.
The projects start with drawings, clay models and verbal representations of the character design, and then the students will be taught to apply professional practices to digitally sculpt their characters in MAYA and then texture models using PhotoShop. The SoftImage Mod Tool is used decimate, rig (HL2 specs) and prepare models for HL2 animations.
The modeling strategy and philosophy taught combines low and high resolution models in one middle resolution model that can be adapted for use in games, machinama and movies. The techniques are specific and are taught from the starting with the assumption of no prior knowledge of the specific techniques. Each project will advance through the production pipeline at different rates, depending on the background of student and the complexity of character chosen; although, all students will be taught the entire process.
Course Objectives and Learning Outcomes
- To teach production pipeline application for CG character development for games and machinima products based on techniques that teach the foundations of original character development
- To help students learn the critical elements of digital figure modeling that distinguish levels of sophistication in character models
- To introduce students to computer graphics (CG) for the game industry and the professional practices associated with character development for machinima
- To introduce students to algorithms used in specific modeling techniques including: smoothing, polygon decimation, vertex merging, edge loops selections and edge loop inserts
- To familiarize students with MAYA's Embedded Language (MEL)
- To help students learn to translate design concepts into physical representations (paper, words, images and clay) and then continue with the translation into a digital representation into gaming engine
- Assist students in mastering several complex games production software packages
- To help students experience the tools and learn techniques allowing them to customize their machinima projects and demonstrate competency in games asset production pipeline
- Create an exceptionally high-quality CG character that can be used for games, machinima and animation classes
Prerequisites
- Drawing/tracing ability at a elementary school level
- Clay modeling/sculpting ability at a elementary school level
- Ability to write discriptive characteristics in bullet point format
- Desire to learn graphics systems
- Interest in EAE related topics
Class Structure
Each class period, a video lecture will be made available to students to download and watch outside of class to prepare for the lab time. Each class section must attend their assigned lab sections where one-on-one instruction will be given on their personal project. Short visual-lectures will be given to the labs also. Short informational surveys (less than a minute) will be required each class/lab period by every student. A larger survey will be required the first week and last week of class.
Lab Structure
Regular lab/class hours are mandatory (during regularly assign class times); whereas, optional lab times will be setup for working on projects with one-on-one time with TAs and/or instructor. The lab will have many open hours for students to work independently on their projects.
Assigments
Each student will be required to design and develop a CG character of his or her choice. The level of development required of each student will differ depending on the complexity of the character and experience of the student as decided by the instructor. The projects will be broken down into milestones for grading purposes.
Characters choices can range from realistic to fantasy and from human to animal or even alien. The instructional examples will typically demonstrate modeling humanoid characters, but the techniques and practices will apply to all types of characters. I want you to have passion for the character that you choose, because for one reason you’ll be spending an entire semester working on it.
Student’s projects in the past included: elves, werewolves, fishes with human faces, dinosaurs, Ninja, bathing suit models, Roman and Polish warriors, mannequins, aliens and fairies. Your imagination is the only limit.
Grades
Students will be graded 90% on their character project and 10% on their class/lab participation. The character projects will be broken down into different stages as designed by instructor uniquely per student (as each individual project will have different stages) and the 90% will be divided per the stages of individual projects.
Final
The final presentation of projects will be held during final hours. All work will be turned in on a DVD with every saved version and all other related images after final presentations.
Materials Required
- Roma Plastilina Sculpting Clay—softest grade available
- Armature (could be metal coat hanger)
- Vellum Tracing Paper
- Pencil and eraser
Software (provided in labs)
- Alias MAYA (Autodesk)
- Adobe Photoshop
- DAZ3D Studio—available free
- SoftImage Mod Tool—free download
A few Readings, Tutorials and References for starting off—(no text books to purchase)
- www.cgtalk.com
- www.highend3d.com
- www.pixologic.com
- www.deviantart.com
- www.daz3d.com
- www.pixar.com
- www.ilm.com
Schedule
|
Date |
Topic |
Assignment |
Due |
|
August
26, Tuesday |
Class
Introduction |
Research
Characters/get materials |
|
|
August
28, Thursday |
Character
Design |
Start
working on sculpture, drawing, composites and/or writings |
Bring
materials to class lab 3 Random
students to share there characters |
|
Sept 2,
Tuesday |
Anatomy
of character lessons—the usual misconceptions |
Continue
working on sculpture, drawing, composites and/or writings |
3 Random
students to share there characters |
|
Sept 4,
Thursday |
Intro to
MAYA’s interface |
Finish
up references |
3 Random
students to share there projects |
|
Sept 9,
Tuesday |
Importing
reference images and Project set-up and working with references/layers |
Input references
and Start modeling torso is the simplest form |
3 Random
students to share there projects |
|
Sept 11,
Thursday |
Modeling
torso Modeling
Strategies—Quads only, smoothing, mirroring symmetries and simple to
complex |
|
Project
setup: references input with started model |
|
Sept 16,
Tuesday |
Contours
and Extruding simple Legs and arms. Algorithms: Smoothing, edge loops |
|
Model
should be at Step one or two level. See download for reference |
|
Sept 18,
Thursday |
Simple hand |
|
|
|
Sept 23,
Tuesday |
Simple feet |
|
|
|
Sept 25,
Thursday |
Facial
Anatomy, common mistakes with modeling in MAYA Algorithms: Merge Vertices |
|
|
|
Sept 30,
Tuesday |
Simple
face |
|
|
|
October
2, Thursday |
More
detailed Anatomy |
|
|
|
October
7, Tuesday |
More
detail to face |
|
|
|
October
9, Thursday |
More
detail to hands and feet |
|
|
|
October 14, Tuesday (NO CLASS/LAB) |
Fall Break |
|
|
|
October 16, Thursday (NO CLASS/LAB) |
Fall Break |
|
|
|
October
21, Tuesday |
Next
level of detail to body |
|
|
|
October
23, Thursday |
Connecting
separate meshes MAYA Embedded Language |
|
|
|
October
28, Tuesday |
Clothing |
|
|
|
October
30, Thursday |
Even
More detail—Sculpting tools |
|
|
|
November
4, Tuesday |
Texture
mapping—in MAYA Laying
out UVs |
|
|
|
November
6, Thursday |
PhotoShop
for texture maps |
|
|
|
November
11, Tuesday |
Morphs/blend
shapes Facial
expression |
|
|
|
November
13, Thursday |
Texture
maps, Bump maps, Specular Highlight maps, and Displacement maps |
|
|
|
November
18, Tuesday |
Sculpting
on base models from DAZ |
|
|
|
November
20, 2008 Thursday |
Extracting
skeletons, models and skins from HL2 |
|
|
|
November
25, Tuesday |
Skeletons
and painting weights |
|
|
|
November 27, Thursday (NO CLASS/LAB) |
Thanksgiving Break |
|
|
|
December
2, Tuesday |
SoftImage
Game Mod Intro Algorithms: Polygon Decimation |
|
|
|
December
4, Thursday |
SoftImage
Game Mod Decimation
|
|
|
|
December
9, Tuesday |
SoftImage
Game Mod HL2
conversion |
|
|
|
December
11 , Thursday |
Rap-up
final Projects |
|
|
|
December 15, Monday 3:30-5:30 PM |
Final Presentations |
|
DVD of
Entire Semester’s Work |
