Term 5 – Video Game Character

SCHEDULE

Day 1 – Mon Nov 27
Topic: Intro to class
Due: n/a
Assignment: Begin Working on Character Concept

Day 2 – Tues Nov 28
Topic:
Due: Rough Draft – Character Concepts
Assignment:

Day 3 – Wed Nov 29
Topic: Modeling Legs
Due:
Assignment: Continue Practice Character w/ Instructor

Day 4 -Thurs Nov 30
Topic: Modeling Hands
Due: Sketchbook 1: Torsos 
Assignment: Continue Practice Character w/ Instructor

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Day 5 – Mon Dec 4
Topic: Props, accessories, armor, layers, Polycards, etc.
Due:  Weekly Assignment: Practice Torso w/ feet and hands
Assignment: Continue Practice Character w/ Instructor

Day 6 – Tues Dec 5
Topic: Head Modeling
Due:
Assignment:Continue Practice Character w/ Instructor

Day 7 – Wed Dec 6
Topic: Head Modeling Continued
Due: n/a
Assignment: Continue Practice Character w/ Instructor

Day 8 – Thurs Dec 7
Topic: Poly Clean Up and Production Day
Due: Sketchbook 2: Heads // Weekly Assignment: Head Model (either practice or personal character)
Assignment: Begin Modeling Personal Character!

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Day 9 – Mon Dec 11
Topic: UV Mapping / Texturing
Due:
Assignment: Continue Modeling Personal Character

Day 10 – Tues Dec 12
Topic: UV Mapping / Texturing
Due:
Assignment: Continue Modeling Personal Character

Day 11 – Wed Dec 13
Topic: Production Day
Due:
Assignment: Finish Modeling Personal Character

Day 12 – Thurs Dec 14
Topic: Rigging 101
Due: Sketchbook 3: Lower Body
Assignment: Finish Modeling and Begin UV Mapping

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Day 13 – Mon 18
Topic: Control Rig
Due: n/a
Assignment: UV Mapping and texturing.

Day 14 – Tues 19
Topic: Finishing Rig and/or Production Day
Due: Weekly Assignment: UVs and Snapshot 
Assignment: Continue Texturing Personal Character

Day 15 – Wed 20
Topic: Binding Skin and Painting Weights
Due: n/a
Assignment: Finish Texture

Day 16 – Thurs 21
Topic: Continue Painting Weights
Due: Sketchbook: Poses
Assignment: Begin Rigging

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Day 17 – Tues Jan 2
Topic: Lighting and Materials
Due: n/a
Assignment: Continue Rigging and Weights

Day 18 – Wed Jan 3
Topic: Lighting and Rendering
Due: n/a
Assignment: Finish Rigging and Weights

Day 19 – Thurs Jan 4
Topic: Production Day
Due:
Assignment: Free Production Day (Catch up on whatever you need)

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Day 20 -Mon Jan 8
Topic: Animation Basics
Due: n/a
Assignment: Lighting and Rendering

Day 21 – Tues Jan 9
Topic: Walk Cycle
Due:
Assignment: Continue Lighting/Rendering

Day 22 – Wed Jan 10
Topic: Batch Rendering
Due: n/a
Assignment: Free Production Day to Catch up

Day 23 – Thurs Jan 11
Topic: After Effects
Due: n/a
Assignment: Pose and Turntable then Batch Rendering

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Day 24 – Tues 16
Topic: Production Day
Due: n/a
Assignment: Final Touches / Compositing

Day 25 – Wed 17
Topic: Production Day
Due: FINAL PROJECT!
Assignment: Compositing (You want to be done with rendering before today)

 

SYLLABUS

Course Number: AG300

Course Title: Game Character Production

Catalog Description: The course offers the use of 3D animation in the electronic game industry. Emphasis is placed on proper modeling techniques, low polygon count models and environments, and UV texturing. In-game characters are created with seamless and deformable skin. Joints are created and rigged properly for inverse kinematics. Design documents and conceptual art are created prior to actual production.

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: 5 Credits

Out of Class Hours: 15 Hours per week minimum

Course Competencies: Upon completion of the requirements for this diploma, students will have expanded knowledge of multimedia and animation technologies as well as an understanding of how to apply aesthetic concepts and design techniques in the creation of interactive media and advanced 3D modeling and animation projects. Students will also have gained experience in the creation of special effects for electronic gaming, broadcast, and film industries. This knowledge will enhance students’ creativity and expertise, enabling them to produce professional digital demo reels that will demonstrate their artistic and technical design skills to potential employers.

Required Text:

1. Constructive Anatomy, George Bridgman: Dover Publishing, ISBN# 0486211045
2. An Atlas of Anatomy for Artists, Fitz Schider: Dover Publishing, ISBN# 0486202410

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.

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.
Many talented artists have been rookies, just like you. They are more than willing
to assist you.

Sketchbooks: You are required to keep and draw in a sketchbook every week. Each week you will have a sketchbook topic outlined for you in your syllabus. The sketchbook assignments represent 10% of your grade.

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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