• course Objectives and Structure
• alex mccleod, Zeitguised, Zeitguised on Vimeo, Brandon Morse
• setup a project
• working in orthographic vs. perspective views of space
• QWERTY tools
• working in class: Modeling with polygon primitives, extrusions, splitting faces
• interface overview: Channel Editor, Outliner, Attribute Editor, Viewport, Shading modes
• heirarchy/Object/Component Selection modes + masks
• smoothing & extruding faces
• watch: Videos 1-9 on Digital Tutors
• also watch: Videos 9 + 10 here
• Sign up for a student account at Autodesk HERE (if you haven't alrady done this)
• Scan: Maya 2017 New Features
• Display Layers - Review
• Cleaning up the Helicoptor using the poly count, merge, and Poly mesh cleanup tools, polygon face normals and mesh -> fill holes
• Components of a Polygon model - faces, edges, and vertices
planar vs. non-planar, non-manifold, lamina geometry
• Adding Custom shelf button: Ctrl + Shift + click the menu item
• tearing off Menus for workflow, and display UI elements
• Make Abzu Papercraft Robot
• supplemental links: interface, menus, status line, shelves, view panel tool bar, marking menus, polygon editing
• Complete one third (vids 1+2) of the Jerry Can edge flow tutorial: Hand in your scene file in the next class. Be sure to give it a name that includes your name.
• Pick up the Jerry Can Tutorial from Dropbox here.
• Watch Video on Edge Flow: Edge Loops
• Work in class Set Project and continue work on Tutorial
• 1st avenue machine: Ted and Sixes last
The Third & The Seventh from Jorge Seva (aka Alex Roman)
- Compositing Breakdown
- Interviews with about his book, and about his video
- More Info: http://wiki-fx.net/pages/the-third-the-seventh/
• Homework Repository: Box.com
• Accessing Maya 2017 Help
• Work on tutorial: Complete Jerry Can Tutorial video 3. Hand in your scene file in the next class. Be sure to give it a name that includes your name.
• Center Pivots, Grouping + Parenting, Duplicating, splitting faces, beveling edges, paint selection
• Interface: Using Hotbox
• naming parameters
• Camera Type + Set Up for rendering, bookmarked views
• Render Preview Panel overview & Intro to IPR
• Basic Hypershade
Working with the Hypershade Basic Material Types and their shading parameters
• quick Render with different materials
• Introduction to Rendering Engines: Maya Software, Arnold, Mental Ray, Vertex
• Introduction to 3 point lighting with shadows
• Light Linking
• Work on tutorial: Complete Jerry Can Tutorial vid 4. Hand in your scene file in the next class. Be sure to give it a name that includes your name.
• View Good Topology: Ref Link 1, Ref Link 2
• Work in class on Tutorial
• Review Deleting History + Freezing Transformations
• Moving & Centering Pivot
• Further on Camera Types and 'tumble around object' option
• Further on Rendering Engines: Vector Rendering
• 2D and 3D textures, bump maps, displacement maps, texture placement
• basic Booleans
•Review: Using Hotbox, Light Linking, Naming Parameters
• Complete tutorial: Jerry Can Tutorial vids 5+6. Hand in your scene file in the next class. YOU DO NOT NEED TO MODEL THE PIN FOR THE JERRYCAN LID. Be sure to give your final scene file a name that includes your name.
• Demo: Hand Modeling and Subsurface scatter texture
Begin: Description 1 (it is due one week from today)
Watch: all videos in Chapter 10 (Create Materials) Maya 2017 Essential Training with George Maestri - start here
Login to Lynda.com at: go.uic.edu/lynda
Finish hand model, bring it to next class
• Walking City by Universal Everything
• Creator's Project video for Universal Everything
• Working with the Hypershade. 2D and 3D procedural textures. Nature of shading parameters. 2D and 3D textures, bump maps, displacement maps, texture placement
• More on Rendering & creating materials with Arnold, including subsurface scatter
• DMap and Raytraced Shadows
• Begin Homework - Scene Illustrations / Sketches hand in the 3 drawings in digital format, the three renders, and the Scene files on Tues, next week)
• Choose a 3D artist to present to class. Email your preference by next class period. See assignment details on homework page.
• Project Descriptions are due in class
• Review 3 point lighting
• Review of lights in Arnold - see visual guide here
• Scene Illustrations Due Today | Group Presentations on Projects
• Review Sculpt Geometry tools, Modeling Toolset, and Interface arrangement (including toolset tabs + menus)
• Review Mesh Light, and Arnold textures, including SubSurface Scattering and Skin, as well as Brushed Metal
• If Maya crashes: Where are temp files stored? Info here1, and here2
• Here's how: If you need to delete userPrefs.mel and windowPrefs.mel.
• Curve tools: Curves, Loft, Extrude, Revolve, Birail, Text, 'planar' surfaces, and Boolean• Nonlinear Deformers
• Review: Concept art links
• FINISH: Homework 1: Throwing Down a Space
• DUE: Throwing down a Space
• Student Presentation: Luis
• Transfer Maps: Bump Maps vs Displacement Maps vs Specular and Normal Maps
• Teacher is sick :(
• You get a pass :)
Work in Class Time: Continue building out models for Final Projects
• using Substance Procedural Texture Examples and baking them to image textures
• Substance Procedural texture - demo links and download more substances
Demo: Photogrammetry with Agisoft, and 3D Printing - link to Photoscan Tutorial here
Download link: http://www.agisoft.com/downloads/installer/ - choose pro version
DUE NEXT CLASS: 3D STL model and image set and 3D model from photogrammetry demo
• Agisoft Continued
• Extruding along a curve path
• Basic lattice deformers, and Planar face creation
• Review of Render settings, beveling, subdividing faces, focal length, depth of field
• Review of rendering strategies: how to remove noise
• Fun with Visor and Fluid Examples
• Work in Class Time: Continue building out models for Final Projects
• Student Presentation: Cheri
Thingiverse, Tom Burtonwood, Roxy Paine
• Due: Still Life with Materials
• SUBMIT your STL 3D model to Microsoft Model Repair
• EMAIL: instructor with your model attached to email
_ Instructions on Model Repair HERE _
• Demo: using Brekel Hands Pro + Leap Motion for motion capture
• Street Fighter Motion Sculptures
• Plot Curves script
• Using Curves for motion: control curve, and motion path
• Camera fly through via Motion Path
• motion path keys - and this link
• Review: Basic Camera panning and playblast
• Basic Keying, keyframing
• File optimization
• DUE: Complete your 12 storyboard renders from Assignment 1; Composite the 12 frames in to (a) storyboard page(s), save this as a tif or a pdf (roughly 12" x 11" @ 180 dpi). You can make some frames larger or smaller to stress the length of that shot.
• Use one of these storyboard templates, and complete with comments describing the scene / shot contents.
Storyboard language
Basic Example
Template 1
Template 2
Template 3
Template 4
Template 5
• Student Presentation: Nikki
• Critique: Story Board Assignment I
• Using HDR image textures for lighting
• Check out: How to make your own HDR image
• Sky: Ramp shaders, making sky dome, physical sun and sky
• Research Assignments: Begin work in class
Watch: Motion Path, KeyFraming, Graph Editor, and Hypergraph Editor
Research Assignment: Present your finished work, findings, and how-to tips next class meeting
Assignments:
Water bottle/ Glass Shader - Nikki
Rose Petal/ Translucent Material Shader - Nikki
Double Sided Shader - Cheri
Rendering an Ocean - Cheri
Realistic Skin Shader - Luis
Brushed Metal Shader - Luis
Paint Effects Opacity - Amy
Iridescent Bubble - Amy
Facing Angle/ Rim Shader - Finn
Underwater Scene with Fog - Finn
Using the Renderfarm - how to submit your work
Batch Rendering and Render Settings
• Review: Keyframing and further on the Graph Editor
Consult: this tutorial and this tutorial on working with keys in the graph editor
• Facing Normals / Facing Ratio Texture
• Work on: Filling out + Texturing your environments
Watch: Chapters 12 and 13 on Rendering and Render Camera Settings in Lynda.com
Submit your project for the Renderfarm: Deadline HOW TO
• Student Presentation: Amy + Nikki
Research Presentations
Review of Batch Rendering
• Review: Keyframing and further on the Graph Editor
• Work in Class
• Render your first complete flythrough of your animation. Renders must be at least 300 frames in length.
Review: Learning Scene Examples, Arnold
• Continuation of Research Presentations
• Other Environment Shaders - Physical sun + sky, Image-Based Lighting, Portal light
• Work in Class time
• Assignment 2: Render: Your key framed camera fly through on the renderfarm!
Hand in: all the frames of the animation render.
• Hand in Assignment 2
• Renderfarm Continued: Submit your project again during class
• Demo: Layered Texture
• Introduction to UV Mapping - Linking
• Begin Work on: Assignment 3
Basic Depth of Field
Applying transparencies/ alphas with Arnold
• Work on: Assignment 3: UV Mapping
• Continue Work on: Assignment 3
CRUNCH TIME!! Keep working on your modeling, lighting, and texturing
• Watch Chapter 7: Applying Textures (includes 3 videos) on lynda.com
Resubmit your work to the Renderfarm, with corrections to Camera fly through keying
• Rebuilding Mesh, UV projections, and painting in textures
Demo: Camera Focus Rig
Depth of Field with Luminance Pass
• Assignment 3 due: UV mapping + render
• Due: Assignment 3
• Retopologizing
• Intro to the Paint Effects tool for creating complex surfaces
• Work on: Assignment 4
Watch: Lynda Paint Effects, and short add on vid
New Tutorial Assignments:
Nikki - Lighting A Room
Paint Effects on Curves
SKIM THRU: Natural History Museum
Amy - Caustics and Sky Shader
MandleBulb
Finn - Wear and Tear - Layered Shader
Combining Bump and Normal Maps
Luis - Abstract Head with Curves
Skin Shader (again!)
Cheri - Fluid Clouds with Physical Sky
Sponza Atrium
Playblasting
• Group Critique on Assignment 4
• Review expectations of Homework 5
• Finish with compositing
Links: Luminance Render Layer and After Effects
A cool Luminance shader
• How to create UV's in Mudbox + UV Master
• Mudbox: Generating Normal and Displacement Maps
• Exporting your models back to Maya
Intro to Render Layers and Compositing
• work on final
•Homework 5: submit your entire project to the renderfarm. Render must be complete (not just submitted) by the start of the next class. Be sure to submit final porjects at least 24 hours in advance!
• Due: Homework 5: first render must be complete, not just submitted.
• work in class
• Review Camera Shake Links: Scripting
• CamShaker
• Edit + Render your fly through
• THANKSGIVING BREAK - NO CLASS
• work on final-
• EAT RIDICULOUS AMOUNTS OF FOOD
• TAKE MANY NAPS
- Render + Edit
- re-Render your fly through
• spill over day?