Term 5 – Advanced Materials

Schedule

Day 1 – Mon Aug 28
Topic: Intro to class. Core concepts and goals.
Due:
Assignment:

Day 2 -Tues Aug 29
Topic: Building mentalRay materials with the Hypershade
Due:
Assignment: Come up with an idea for a still life for project 1

Day 3 – Wed Aug 30
Topic: MILA Material
Due: Still Life rough idea
Assignment:

Day 4 – Thurs Aug 31
Topic: Procedural Materials
Due: Still Life final idea
Assignment: Begin modeling for still life

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Day 5 – Tues Sept 5
Topic: Lighting: 3 point lighting, studio lighting, shadows, reflections/refractions
Due:
Assignment: Model/UVs for still life

Day 6 – Wed Sept 6
Topic: Indirect Lighting//Linear Workflow
Due:  
Assignment: Model/UVs for still life

Day 7 – Thurs Sept 7
Topic: Rendering options
Due: Photo Library 1: Metals
Assignment: Model/UVs for still life

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Day 8 – Mon Sept 11
Topic: Production Day
Due:
Assignment: Texturing/Lighting/Rendering

Day 9 – Tues Sept 12
Topic: Production Day
Due:
Assignment: Texturing/Lighting/Rendering

Day 10 – Wed Sept 13
Topic: Production Day
Due:
Assignment: Texturing/Lighting/Rendering

Day 11 – Thurs Sept 14
Topic: Production Day
Due: Photo Library 2 : Plastics
Assignment: Texturing/Lighting/Rendering

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Day 12 – Mon Sept 18
Topic: Physically Based Rendering theory. How is it different?
Due: Project 1: Mental Ray Render
Assignment:

Day 13 – Tues Sept 19
Topic: Intro to ZBrush: Primer on Maya>ZBrush Workflow // Sculpt together
Due:
Assignment:

Day 14 -Wed Sept 20
Topic: Normal, Material ID, and Ambient Occlusion Maps
Due:
Assignment: Sculpt model

Day 15 – Thurs Sept 21
Topic: Intro to Quixel Suite
Due: Photo Library 3: Stone
Assignment: Sculpt Model

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Day 16 – Mon Sept 25
Topic: Working with Smart Materials
Due:
Assignment: Sculpt Model

Day 17 – Tues Sept 26
Topic: Painting in Quixel Suite
Due:
Assignment: Sculpt Model

Day 18 – Wed Sept 27
Topic: Rendering in Quixel Suite
Due:
Assignment: Sculpt Model

Day 19 – Thurs Sept 28
Topic: Production Day
Due:Photo Library 4: Textiles
Assignment: Texturing in Quixel Suite

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Day 20 – Mon Oct 2
Topic: Production Day
Due:
Assignment: Texturing in Quixel Suite

Day 21 -Tues Oct 3
Topic: Production Day
Due:
Assignment: Texturing in Quixel Suite

Day 22 – Wed Oct 4
Topic: Production Day
Due:
Assignment: Texturing in Quixel Suite

Day 23 – Thurs Oct 5
Topic: Production Day
Due:
Assignment: Texturing in Quixel Suite

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Day 24 -Mon Oct 9
Topic: Production Day
Due:
Assignment: Texturing in Quixel Suite

Day 25 – Tues Oct 10
Topic: Production Day
Due: Project 2: Real Time Render
Assignment:

SYLLABUS

Course Number: 3D310
Course Title: Advanced Materials
Catalog Description: In this class we will focus on Texturing, Materials, and Lighting. You will learn to use MentalRay to create photorealistic images. The second half of the class will focus on Physically Based Rendering (PBR) which is the industry standard for realtime graphics for video games. Using Quixel Suite, you will learn the ways in which PBR is different from traditional rendering.
Prerequisites: IA104: Introduction to Animation
Instructor Name: Mike Smith
Contact Information: MSmith [at] platt.edu
Availability Out of Class: By appointment only.
Clock Hours: 100 Hours
Semester Credit Hours: 4.5 Credits
Out of Class Hours: 15 Hours per week minimum
Course Competencies: Upon completion of this course, students will understand the core concepts of lighting and how light reacts with different types of materials in the real world. Students will be able to mimic those effects in 3D using traditional and physically based rendering techniques.
Recommended Texts: Pick one of these excellent, inexpensive, used Maya books to add to your permanent collection. Or check with me for suitable alternatives.
1. Introducing Autodesk Maya 2015 (Autodesk Official Training Guides):
Sybex, ISBN # 1118862848
2. Mastering Autodesk Maya 2014: Sybex, ISBN # 1118862511
Materials and Supplies: Sketchbook, and file storage media.
Technology Needed: PC lab, Autodesk Maya, Adobe Photoshop, and Adobe After Effects, Quixel Suite
Grading Scale: Grades on individual assignments, and for the course, will be calculated as follows:
A: 90-100
B: 80-89
C: 70-79
D: 60-69
F: 0-59
Attendance: Assignments are due whether you are in class or not. You are responsible for turning in the assignments and learning what you missed in class. Contact me by email to submit assignments, request lecture notes, or schedule tutoring if you are absent. You are expected to attend all classes on time as scheduled throughout the module. If you are absent, the number of hours you missed will be recorded. If you come late to class or leave early, your absence will be counted in 15-minute increments. This absence accumulates towards total absenteeism on a student’s module record. It is your responsibility to keep track of your attendance. You may ask the Registrar’s Office for an Attendance Record at any time. There are no excused absences. If you do not attend any classes for four(4) consecutive calendar days, you will be withdrawn from the class.
Guidelines:
(keys to success) • This class progresses at a rapid rate. Work hard & work smart. When you have graduated, you’ll be glad you made the effort.
• Be prepared for class. Bring a pen, your sketchbook, and your file transfer media.
• Ask questions. Take notes. Bring your notes to class every day and refer to them!
• Come in during off hours. Our studio has powerful, expensive equipment & tools. Take full
advantage of it.
• Read & refer to Maya’s online help. Print out selections from it at any time.
• Search the internet for related topics. There is a wealth of information already published.
Read the class blog as I will be posting there weekly with news, inspiration, updates, and tutorials.
Many talented artists have been rookies, just like you. They are more than willing
to assist you.
Photo Library: You will be required to take pictures of different real-world materials and textures throughout the week. If you have a DLSR camera, use that, but a phone will suffice if that is all you have. We will share and discuss your photos in class every Monday. A good 3D artist maintains a sketchbook and a library of photographic references. The purpose of this exercise to develop those habits in yourself and to force you to view the world through the eyes of an artist.
Class Enviro: Our class is your production studio. It should be fun, and full of energy. During a lecture, feel free to interject & contribute. I am not a dictator. I am your Art Director and your Producer. Let me know how I can help you to learn more, and make your final time here at Platt the culmination of all you have learned. We usually break between 10am and 10:30am. This is flexible. If you need to step out to stretch, get some fluids or fresh air, just let me know, and then return within several minutes. 3D works best on a fresh brain! Please turn off your cell phone or put them in silent mode.
Our Goals: Knowledge of 3D topics. Demo reel development. Problem solving. Ability to see the world as a 3D artist. Gaining the knowledge and skills to find the job you want!

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