• course Objectives and Structure
• setup a project
• working in orthographic vs. perspective views of space
• tearing off Menus for workflow
• QWERTY tools and display UI elements
• working in class: Modeling with polygon primitives, extrusions, splitting faces
• tutorials due: Watch Maya Essentials videos handed out in class (day_1 folder)
• sign up for a student account at Autodesk HERE
• interface overview: Channel Editor, Outliner, Attribute Editor, Viewport, Shading modes
• heirarchy/Object/Component Selection modes + masks
• components of a Polygon model - faces, edges, and vertices
• smoothing & extruding faces
• Custom Scripts folder location examples
• quick Render
• basic Booleans + Grouping of objects
• watch: Videos 8-14 on the Digital Tutors Site
• supplemental links: interface, menus, status line, shelves, view panel tool bar, marking menus, polygon editing
• Interface: Using Layers, Hotbox, Customizing a shelf
• setting up image planes: source images folder, orthogonal & planar
• More on polygons - normals, fill holes, cutting faces, beveling faces, basic textures, booleans continued
• Poly cleanup: planar vs. non-planar, non-manifold, lamina geometry
• Get through half of tutorial: Jerry Can Tutorial in Day 3 folder (vids 1-3). Hand in your scene file in the next class. Be sure to give it a name that includes your name.
• Center Pivots, Grouping, Parenting, Layers
• Good Topology: Ref Link 1, Ref Link 2, Ref Link 3
• Basic camera attributes & clipping planes
• naming parameters
• continue work on the poly tutorials
•Complete this tutorial: Jerry Can Tutorial in Day 3 folder (vids 4-6). Hand in your scene file in the next class. Be sure to give it a name that includes your name.
• watch: videos in Day 4 folder
• Begin: Mouse Embryo or Interior Architecture - all files may be found in tutorials/maya_tutorials/modeling/
• into to 3 point lighting with shadows
• DMap and Raytraced Shadows
• MIA Material X
• Light Linking
• IPR rendering (Interactive Photorealistic Rendering)
• Camera Type + Set Up for rendering, bookmarked views
• basic rendering options: Maya Software, Mental Ray
•homework due: Mouse Embryo or Interior Architecture
• homework due: Four Renders (different views) of your Mouse Embryo or Interior Architecture scene with your own lighting, basic texturing, and raytraced shadows.
all renders should be saved as tif's
or tga's
• make sure the camera shows the object(s) + shadow(s) clearly
Suggested: Watch in the tutorial folder: Maya Tutorials Folder -> All Tutorials -> Rendering -> Basic Rendering Videos
05_01_rendering.mov
05_02_lights.mov
05_03_shadows.mov
05_04_cameras.mov
05_05_depth.mov
05_06_raytracing.mov
05_07_ray.mov
• More in depth on Lighting
• File optimization
• Working with the Hypershade. 2D and 3D procedural textures. Nature of shading parameters. 2D and 3D textures, bump maps, displacement maps, texture placement
• Depth of Field
• More on Rendering, Mental Ray and Raytracing
• Begin: Description 1 (it is due one week from today)
• depth and occlusion render passes
• Ambient Occlusion Shadows
• mental ray, baking textures and shadows
• nonlinear deformers + basic lattices
• Watch: first chapter of How to use photoshop to sketch out a 3D space: Maya Tutorials Folder > All Tutorials > Photoshop_and_Maya > Lecture_2.mov and Lecture_3.mov
• Watch Deform vids for review in tutorials/maya_tutorials/deformers/
• Presentations: Description I - Pecha Kucha presentations
•Begin Homework 1- Throwing down your Space (hand in the 3 drawings in digital format, the three renders, and the Scene files on Tuesday, next week)
• Review: Concept art links, Render Passes
• How to create Circles in Google+
• Compositing in Photoshop
• depth of field rig
• sculpt geometry tool
• Building Shader networks: a two sided shader vs. layered shader
• Curve tools
• Finish: Throwing down your Space hand in the 3 drawings in digital format, the three renders, and the Scene files.
• Post your work to the google+ circle
• Hand in + Fast Viewing of Throwing down a Space
• Transfer Maps: Bump Maps vs Displacement Maps vs Specular and Normal Maps
• Substance proceedural textures
• Begin Homework 2: Still Life with Materials
• Post comments on at least 3 of the other projects via Google+
• Watch: Substance Proceedural Texture vids in Day 11 folder
• Basic Camera panning and playblast
• Basic Camera and motionpaths
• basic keyframing
• Playblasting
• Substance Procedural texture - demo links and download more substances
• Make a 300 Frame playblast of your scene from a 'RenderCam'. Remember, playblasts are WYSIWYG.
• Finish Watching: Maya Tutorials Folder > All Tutorials > Rendering > Basic Rendering Videos
05_08_mrLights.mov
05_09_mrDepth.mov
05_10_motion.mov
05_13_batch.mov
05_14_sub.mov
• Finish Watching: Mental ray tutorials Lessons 2 - 8 and 14 in the All Tutorials > Rendering > Mental_Ray > media
• Finish watching: Substance Proceedural Texture vids in Day 11 folder
• Review: keyframing+ motion pathvideos in day 12 folder
• Ramp shaders, making sky dome with hdr image textures/ lighting
• Layered Shader
Work Time
• Due on Thurs: Still Life with Materials
• Watch: Camera techniques video - All_Tutorials/Camera_control/Aesthetics_of_Cameras (D)
• Check out: How to make your own HDR image
• Hand In: Still Life with Materials
• Final Gather, Global Illumination, Caustics
• Begin Work on: Assignment 1 : filling out + texturing your environments
• View • Glass, mirror, chrome + HDRI
• Finish watching; • Watch: Camera techniques video - All_Tutorials/Camera_control/Aesthetics_of_Cameras (D)
• other Basic Nurbs: Curves, Loft, Extrude, Revolve, BiRail, text + 'planar' nurbs surfaces
• Further on lighting, fog, and mental ray materials
• Hypergraph
• Work time
• 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, complete with comments describing the scene / shot contents.
Storyboard language
Basic Example
Template 1
Template 2
Template 3
Template 4
Template 5
• Hand In: Assignment 1
• Raytrace Refractions + blurring reflection
• Other Environment Shaders - Physical sun + sky, Ocean Shader
• Portal light
• Work time
• Start on: Assignment 2
• Applying painted textures
• Intro to the Paint Effects tool for creating complex surfaces
• Work on Assignment 2
• Watch: 05_11_illumination.mov
05_12_caustics.mov
• no class - Make up class to be scheduled
• homework due: Complete the intro to sss tutorial st.
Video is found at tutorials/maya-tutorials/texturing
/sss_subsurface_scattering/intro_to_sss.mov
Or, complete tutorials/maya-tutorials/texturing/skinshading
• Work on: Assignment 3
• homework due: Work through videos 7 - 24 of Digital Tutors UV workflow series. These videos are found inside of the media folders inside of the dtuvwb and dtuvwb2 folders here: tutorials/maya-tutorials/texturing/uv_mapping/dtuvmapp
• Intro to RenderFarm:
Submitting A Deadline Job From the Deadline Monitor
Submitting a Job from within Maya
• Assignment 3 due: UV mapping + render
• Post Assignment 3 to Google+
• short Critique on Assignment 3
• Camera Work - review
• Further with lighting
• terrain maps
• Vector rendering engine
• Work on: Assignment 4
• Compositing premultiply reminder link
• Interior room window light - resource tutorial
• motion path keys - and this link
•• Review Rendering in Layers
Links: Luminance Render Layer and After Effects
A cool Luminance shader
• Post to Blog
• Due: Assignment 4
• THANKSGIVING BREAK - NO CLASS
• EAT RIDICULOUS AMOUNTS OF FOOD
• TAKE MANY NAPS
• Group Critique on Assignment 4
• work on final
• Due: Homework 5: submit your entire project to the renderfarm
• work in class
• Re-Render your fly through
• work in class on editing
• Edit your fly through
• Final Project Critiques
• Final Project Critiques