• course Objectives and Structure
• setup a project
• working in orthographic vs. perspective views of space
• QWERTY tools and display UI elements
• 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
• tearing off Menus for workflow
• watch: Videos 2-8 on the Digital Tutors Site
• sign up for a student account at Autodesk HERE (if you haven't alrady done this)
• Custom Scripts folder location examples
• Polyrandomizer
• Poly mesh cleanup: planar vs. non-planar, non-manifold, lamina geometry
• Components of a Polygon model - faces, edges, and vertices
• Display Layers
• Camera Type + Set Up for rendering, bookmarked views
• More on polygons - normals and fill holes
• watch: Videos 1-10 on the Digital Tutors Site
• supplemental links: interface, menus, status line, shelves, view panel tool bar, marking menus, polygon editing
• Center Pivots, Grouping + Parenting, Duplicating, splitting faces, beveling edges,
• Interface: Using Layers, Hotbox, Customizing a shelf
• basic Booleans
• naming parameters
• quick Render with different materials
• basic rendering options: Maya Software, Mental Ray, Vertex
• setting up image planes: source images folder, orthogonal & planar
• Complete one third (ie, 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. Y
• Pick up the Jerry Can Tutorial from Dropbox here.
• Work in class on Tutorial
• MIA Material X + • MIA Material link
• DMap and Raytraced Shadows
• Good Topology: Ref Link 1, Ref Link 2, Ref Link 3
• Complete one third (ie, 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. Y
• Pick up the Jerry Can Tutorial from Dropbox here.
• Work on tutorial: Complete Jerry Can Tutorial vids 3+4. Hand in your scene file in the next class. Be sure to give it a name that includes your name.
• Work in class on Tutorial
• Continuation of Global Illumination and Final Gather
• More on Rendering, Mental Ray and Raytracing
• Work on tutorial: Jerry Can Tutorial vids 5+6. Hand in your scene file in the next class. Be sure to give it a name that includes your name.
• Watch: all videos in Chapter 10 of the (Rending in maya) Maya 2015 Essential Training with George Maestri - start here
Login to Lynda.com at: go.uic.edu/lynda
• Working with the Hypershade. 2D and 3D procedural textures. Nature of shading parameters. 2D and 3D textures, bump maps, displacement maps, texture placement
• into to 3 point lighting with shadows
• Light Linking
• Basic camera attributes & clipping planes
• Continuation of Global Illumination and Final Gather
• Complete this tutorial: Jerry Can Tutorial. You do not need to do the pins and ring. Hand in your scene file in the next class. Be sure to give it a name that includes your name.
Begin: Description 1 (it is due one week from today)
• Maya's Depth of Field
• nonlinear deformers
• Approximation Editor
• Sculpt geometry tool - artisian interface
• Height Field
Bump Maps vs Displacement Maps
• Review: Concept art links
•Begin Homework - Scene Illustrations / Sketches hand in the 5 drawings in digital format,
• Finish Project Descriptions
• Project Descriptions Due Today
• Individual Meetings
• Work through sections 2-5 in Maya 102 Surfacing pdf (in Dropbox) • Facing Normals / Facing Ratio Texture
• Finish Scene Illustrations
• Finish working through sections 2-5 in Maya 102 Surfacing pdf (in Dropbox)
• Scene Illustrations Due Today - present in class
• Character development via Blendshapes
• Squash and stretch
• Watch KeyFrame, Graph Editor, 'Squash and Stretch,' and 'Adding Anticipation to your Animations' videos in Tutorials folder (on Dropbox)
• Watch sections 1-4 in Lynda.com Texturing Video Set
• Continue working on sketches for final project
• Continue building out models for Final Projects
• Due next Tuesday: Still Life with Materials - Begin work
• Practice Camera Movement in class
• IPR rendering (Interactive Photorealistic Rendering)
• Ramp shaders, making sky dome
• Environment Map
• HDRI shaders
Continue building out models for Final Projects
Work on StIll Life with Materials - due next class
• Review: Render Passes
• Due: Still Life with Materials
• basic lattices
• Pls send me an email wih your available meet times during the week so that we can schedule the make-up class.
• Watch videos in Shading Folder
• Basic subsurface scattering
• SubSurfaceScatter - resource link
• Work on Still life with Materials
• Watch: Rendering skin with subsurface scattering on LYNDA.COM
• View • Glass, mirror, chrome + HDRI
• Critique: Still Life with Materials
• hdr image textures/ lighting
• Check out: How to make your own HDR image
•Begin Work on: Assignment 1: filling out + texturing your environments
• finish roughing out your character - hand it in at the start of class
• UV mapping
• NHair
• Other Environment Shaders - Physical sun + sky, Image-Based Lighting, hdr, Portal light
Work on: Assignment 1
• uv map your character - hand it in at the start of class
• UV Mapping Continued
• Substance Procedural textures - demo links
Watch: Indirect Lighting, chapter 3, Lynda.com
• Assignment 2 due next class
• Complete uv map your character - hand it in at the start of class
• Review: Basic Camera panning and playblast
• motion path keys - and this link
• Intro to Rigging
• Start on: Assignment 3
• Texture your Characater sss texture and inital texture image files. Hand in next class
• assignment due: finish Assignment 3
• Hand in + Informal Critique on Assignment 3
• Rigging Continued
• Work on: Assignment 4
Spring Break - March 24 - 28
• have fun + TAKE MANY NAPS •
• UV Mapping continued
• Work in class time
• Work on: Assignment 4
• homework due: Watch Lynda.com vids on UV Mapping online
• Set Driven
• SSS with image texture
• mental ray, baking textures and shadows
• File optimization
• Work on: Assignment 4
• Continuation of Paint Effects tool for creating complex surfaces
• Building Shader networks: a two sided shader vs. a layered shader
• Review of depth pass and lens blur filter in Photoshop
Compositing in Photoshop
To render using mental ray for Maya, IPR or other 3rd party renderers
FInish Assignment 4
Watch: Lynda Paint Effects, and short add on vid
•Hand In: Assignment 4
• Group Critique on Assignment 4
• Rebuilding Mesh, UV projections, and painting in textures
• Retopologizing
• Curve tools + other Basic Nurbs: Curves, Loft, Extrude, Revolve, BiRail, text + 'planar' nurbs surfaces
• Setting up render passes
• Fog, and beveled mental ray materials - • Foggy spotlight
• Caustics
• work on final
Links: Luminance Render Layer and After Effects
A cool Luminance shader
• depth of field rig
• Review expectations of Homework 5
• Finish with compositing
• Intro to RenderFarm:
Submitting A Deadline Job From the Deadline Monitor
Submitting a Job from within Maya
• 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 5 daysin advance! You will likely have to render it a 2 or 3 times before you are happy with it.
• Due: Homework 5: first render must be complete, not just submitted.
• work in class
• Edit + Render your fly through
• work in class
•
• work in Class
• Review Camera Shake Links: Scripting
• CamShaker
- Render your fly through
• Final Project critiques -?
- re-Render your fly through
• Final Project critiques -