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Intro to 3D Graphics |
3D modeling |
3D Animation |
Welcome!
This is a 3-units class that teaches 3D computer graphics programs. The emphasis is on environment modeling: scenery, buildings, props, vehicles.
- Class goals:
- Demonstrate operative skills on the computer hardware and attendant peripherals used in the class.
- Analyze, differentiate, and operate the controls of selected 3D graphics programs.
- Interpret scene descriptions to devise appropriate combinations of shapes, light sources, rendering attributes, and camera settings.
- Produce perspective renderings for a variety of applications, evaluating the benefits and challenges of using 3D computer graphics techniques as artistic devices.
- Evaluate hardware and software suitable for creating and displaying 3D simulations--identifying trends in the market and in the development of standards.
- Evaluation:
- The final course grade will be based on the student's performance in class and in completing assignments. See the general info page.
- Optional texts
- Creating 3D worlds
- Danaher, Simon
- Barron's, 2005
- ISBN 0764178431
- 3D game environments
- Ahearn, Luke
- Focal Press, 2008
- ISBN 0-240-80895-9
- A number of printed manuals are available in the lab: ask the lab aide for them, with your student ID in hand.
- Several relevant magazines are available in the Graphics lab. These are especially useful because of their timeliness.
- Program reference manuals:
- A variety of books are available providing step-by-step instruction and reference information. Make sure that any books you choose match the versions of the software you use.
- The programs available in the lab usually come with electronic manuals and/or online help, which you can view directly on the computer.
- Landscape project, basic 3d scene 8/18 lab
- Read this Bryce 5 orientation.
- Download the directions and working files for this bottled water ad project:
- The directions are in the file 3dskills.zip, the working files are in bryce 5.zip. You can ignore the other links, since the other files won't be needed.
- While the directions are for version 5 of the program Bryce, they still apply to version 5.5, available in the ACG lab. You can ignore any references to finding and installing the program. Likewise, Photoshop is already available in the lab.
- When you have completed the project, make sure your files are saved so you can turn them in to be graded.
- Maya modeling review 8/25 lab
- From Maya 2008, select the Help-->Tutorials menu
- Work through the Polygonal Modeling tutorial (helmet project).
- When you have completed the project, make sure your files are saved so you can turn them in to be graded.
- No class, Labor Day 9/1
- More on Bryce 9/8 lab
- Look up undocumented features on the BSolutions page:
- Again, these directions are for version 5 of the program Bryce, but many are still very useful for version 5.5.
- Work through the Tutorial in the Bryce User Guide (installed on lab computers along with the program).
- When you have completed the project, make sure your files are saved so you can turn them in to be graded.
- Follow your lecture notes to transfer Bryce assets you created to Maya. You may also want to read the following:
- Use Maya like it was Bryce 9/15 lab
- Follow directions in this Creating CG Nature tutorial to create a Bryce-style landscape using Maya's own tools.
- To access the tutorial, you will need to create a free Autodesk Area account (it's well worth it, you will find generally higher-quality material than other sites).
- You will need to know the basics of Maya Fluids, Paint Effects, and Fur. If you are not already familiar with these topics, read the relevant tutorials in Maya's Help.
- You may want to make substitutions here and there... For instance, you could use a terrain imported from Bryce rather than sculpt a new one. Or, try using a sky dome with a Bryce-rendered sky.
- When you have completed the project, make sure your files are saved so you can turn them in to be graded.
- Maya terrains 9/22 lab
- Follow directions in the Maya 2008 Special Effects Handbook to create a terrain in Maya from a height field (a greyscale image indicating elevations).
- To access the tutorial, you will need to connect to the class file server (only available while you are in the lab):
- Boot into Mac OS, in the Finder's Go menu choose the command Connect to Server.
- In the Server Address field at the top of the connection window, enter 10.101.5.28, then click Connect.
- For Connect As, choose Guest, then click Connect.
- Click on the volume 'sandro', then click OK.
- The icon for the server volume will appear on the desktop. Double-click it to find the handbook.
- Drag the items you will need to your flash drive: sup-ebo_LM2008_SFX_section_01.pdf, and the project1 folder (inside the project_files folder.
- Reboot into Windows, so you can use Maya 2008.
- In Maya, height fields are used through a technique called displacement mapping. The tutorial on displacement mapping starts at page 67 of the book (that's page 69 of the PDF file). The exercise file is 02-bootDisplacement_01.ma, in the scenes subfolder of project1, and bootSole.tif is in the source images subfolder.
- When you have completed the boot exercise, use the same technique to create a terrain from a height field image of your own (you could paint one from scratch in Photoshop, or export one from Bryce). You can then add this terrain to the scene you started last week. As always, make sure your files are saved so you can turn them in to be graded.
- Maya billboarding 9/29 lab
- Use images from the Xfrog Plants Basic Library to add billboarded trees to your landscape.
- A billboard is a 2d object that always faces the camera, so that viewers do not perceive it as being flat.
- The Xfrog library is on the class file server--to access it follow the directions given for the previous lab session.
- Follow the procedure demonstrated in the lecture:
- Texture map your choice of tree image on a polygon plane (the billboard).
- Create a camera.
- Constrain the polygon plane so it orients towards the camera.
- Create a directional light and turn on ray traced shadows.
- Create a second image plane with the same tree image, to be used for casting shadows.
- Turn off shadow cast/receive on the billboard plane. Turn off primary visibility on the shadowcaster plane.
- If the billboard will be at an angle to the light, connect the image texture to the incandescence attribute, rather than color.
- As always, make sure your files are saved so you can turn them in to be graded.
- Image-based modeling 10/6 lab
- Photo stitching 10/13 lab
- Photography for modeling and environment mapping10/20 lab
- High Dynamic Range (HDR) images 10/27 lab
- Image-Based Lighting (IBL)11/3 lab
- No class, Veterans' Day 11/10
- NURBS for vehicles, furniture and props (part 1) 11/17 lab
- Start with this very basic NURBS rocket model tutorial (free registration required). Stop when the rocket is done (before getting into lights and particles) and move on to a slightly more advanced project (NURBS stool, below). You can come back to this tutorial later to add animation and a trail of smoke.
- Download the directions and working files for this stool project, a simple but complete intro to NURBS modeling. It also will show you a way to use spherical photos.
- These are the directions, and these are the working files.
- When done modeling, go on to texturing the stool. This will include directions for reflection mapping with a spherical photograph. You can modify and use the photos shot in class instead of the ones provided with the tutorial.
- NURBS for vehicles, furniture and props (part 2) 11/24 lab
- To better understand patch modeling, read Lesson 5 (p. 113) of the Maya 2008 Modeling and Animation Handbook, and work through the socking exercise. This e-book is on the lab's file server.
- To further explore this topic, see this NURBS helmet and goggles tutorial (free registration required). It's on multiple web pages, so make sure to scroll to the middle of the first page to see links to the additional pages.
- Mechanical rigging 12/1 lab
- 12/8 lab
- Work on project completion.
- Looking ahead:
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