Welcome



Instructor:

Mark C. van Langeveld longfieldstudio@gmail.com

TAs:

email

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



Prerequisites



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



Software (provided in labs)



A few Readings, Tutorials and References for starting off—(no text books to purchase)



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



Lectures



More Notes, References and Downloads