|
The overall aim of this course is to be relatively unstructured and open enabling the Instructor to be flexible and meet student’s individual requirements and work pace. Students will be free to revisit topics discussed in previous tutorials and critique each others work. Assignments will be centered on the ongoing development of a single model created by the student.
Week One – Getting Started: Inspiration & Reference
Any drawing starts with Inspiration. Week One will include two tutorials delivered separately. Steven will begin by looking at sources of inspiration and methods of collecting, organizing and implementing good reference materials before moving on to discuss the varied approaches to the stylization and proportions of beauty looking at some of the specific purposes in which they can be used. This will include: classical ideal, fashion stylized, real supermodel, real average, real idealized (Playboy cover models), cartoon heroic, real heroic (athletic), realistic overweight and underweight, etc.
The second tutorial will begin to take an in-depth look at the human anatomy and its interpretation into 3d models.
Students will be required to find references for their model and refine ideas and sketches. Final sketches will be discussed and critiqued. Guidelines for optimal display and presentation of work in progress (WIP) will be given. All WIP will be marked up in red by Steven with comment and critique.
Week Two - Anatomy
Once students have reached a certain stage with their model, topology optimization for animation will be addressed. Week Two will see the delivery of another two tutorials to give students a firm foundation to use in the commencment of their modeling. Building on the anatomy theory discussed in Week One, students will receive a tutorial on topology that includes: What topology is, how it applies to a 3d form, and why it’s so important. A second tutorial will take a look at tools and workflow for efficient modeling. Students will be required to revisit their references and begin their model prior to receiving critique.
Week Three – Topology
Week Three and it is down to work. The week will commence with the delivery of some bonus video footages however the emphasis will be to get students modeling and uploading their work to receive direct feedback and critique from Steven.
Week Four - Modeling
Week Four will continue to concentrate intensively on modeling Steven will focus on personalized appraisal, making sure everyone is getting the most out of the course, help anyone who needs to catch up, and drill the quicker students in finishing, detailing and fine-tuning of shapes. Students will be required to finish the body and head of their model prior to receiving a critique of their mesh. This week will incorporate a review allowing students to raise specific questions and problems they may be encountering with their own mesh.
Week Five - Texturing
Week Five will include a tutorial on skin shading, and will address issues and techniques relevant to the optimization of UV mapping. The question of photo, procedurals or painting for textures will also be discussed. Students will be required to apply skills learnt to their model. Some of the shading networks discussed may be specific to Mental Ray (which is available for Max, XSI and Maya).
Week Six - Accessories and Joint Deformation
Week Six looks will at some of the tricks of the trade for the modeling of facial detail including eyes, ears, mouth details and the geometry of hair. Steven will also take a look at common clothing accessories before moving onto the ever-present problem of bad joint deformations.The second of two tutorials to be delivered during this final week will investigate the best way to arrange for easily editable, interactive and light joint deformations. Focusing on the resulting shape of a joint as it bends, rather than technical direction skills - for instance, IK/FK rigging, animation controls setup, script automation etc will not be covered.
Students will receive instruction on joint placement, creating Smooth Proxy (a Maya term) and creating/editing correctional Blendshapes (morphs). The final assignment will require students to apply instructions presented within the tutorial to one shoulder of their model before receiving final critique.
Note: The term Smooth Proxy is specific to Maya, but other ways to apply the same effect in other applications will be demonstrated.
Week Seven -Revision and appraisal
Week Seven will provide the opportunity for students to revise all the instruction delivered throughout the course and request clarification on specifics. Steven will also offer final appraisal and critique until week's end.
|
Level of Ability
Students are required to have a basic understanding of the fundamentals in illustrating the human form and should be proficient with the operation of Maya or their 3d modeling application of choice.
Students need to be familiar with web navigation and browsing, as well as email.
Students need to be familiar with using a bulletin board system (such as CGTalk.com).
Examples of work
Students are required to submit a minimum of 3 samples of their best work showcasing their ability to illustrate a human form in 2d or 3d.
Software and Hardware Requirements
Maya or a similar 3d application – Max, Lightwave, Cinema 4d, XSI Blender etc. Steven will be using Maya, but modeling issues will be the same cross-platform.
Note: Some minor issues workflow and tool issues may not be transferable to all 3d applications.
A Broadband Internet connection is recommended.
Hardware capable of running Maya with a medium size scene should be sufficient (1Gb ram). |