MAA 3312: Advanced Texturing and Lighting In
this course the students will learn to apply traditional paint concepts,
tools, and techniques for use in computer animation. They will develop
critical ideas for surface treatment, texture, and lighting and demonstrate
the layering of light in space to create mood, emotion and theme. |
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Choose your current Week:
Choose your current Week: |
My grading scale for each project- | |
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Week 1: Review of Lighting and Texturing Concepts, methods for creating and arranging UVs, UV texture editor review, Projection Mapping objects of Intermediate Complexity. | Project 1: Students will be given a 3d Model of a couch which has no UVs. It will be their responsibilty to Layout the UVs, Texture, Light, and Shade the file. You will provide the completed Maya file, all texures, a render and a UV snapshot by week 2
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DUE: Couch (UVd, textured, lit, rendered) |
Project 2: Students will be given a Full Character Model with no UVs. It will be their responsibilty to create a full UV layout, a 3pt studio light setup, and 3 shader networks (sss skin shader, rim-light shader, matcap shader) and render by week 4. You will be asked to provide your Maya File, 2 Renders, and a UV snapshot.
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Week 3: Creating Skin Shaders,Env. based Materirals, Skin Texture maps, Subsurface Scattering, Mental Ray Textures, lightmaps, Scattering in default materials, texturing eyes, texturing hair, Maya Fur. | |
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Week 4: Diagnosing Photographs for Textures, Alpha Channels (hair and leaves), Specular mapping, the Flipped normals command, Mipmapping with .dds file formats. DUE: Character (UVd, with materials, texture, 3pt lighting and rendered) DUE: Photos for 15 textures project |
Project 3: You will be asked to take close-up Photographs of 5 "things" which are no bigger than 2 feet in size. Photographs pulled from the Internet will result in a 0 for the project. For each photo, you will be asked to create texture maps for the object as needed. In most cases this will require at least a Color, Specular and Normal Map, but may also include a Displacement Map, Transparency Map, a Glow Map, or a Cavity Map. Each texture should be created for a flat polygon plane and at least 3 of the map types must be included in the 15+ total textures that you will be producing. You will then render out your textures on flat planes to compare them to the original photo. Due on week 6: 5 photos, 15 textures, 5 renders.
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Week 5: Creating Difference Maps in Photoshop, Crazybump, Maya, Zbrush, and Mudbox, rendering difference maps in Maya. | |
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Week 6: Ambient Occlusion, Refraction, The Fresnel Effect, creating glass and metal, Mental Ray materials. Building a Spec Sheet. DUE: 15 textures project (textures and renders on plane) |
Project 4: Students will be asked to model, and render a glass filled with water (or some other liquid), as discussed in the week 6 lecture, class handout, and text book. The quality of the render is all that is graded. Due on week 7, one render.
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Week 7: Spliting Up your render into Layers, compositing Render Passes in After Effects. DUE: Spec Sheet (PDF) |
Project 5: With a provided scene file, students will follow along for an in-class lab to create render layers, passes, and then composite in After Effects.
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DUE: Fully Modeled Room (maya file)
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Project 6: Students will model their own interior enviornments. They will be responsible for Modeling, UV layout, lighting, texturing, and shader creation. Grading will be based on several Catagories. Each section is graded on the 6 point scale and factors into the final class grade as seen in the purple section below. 6a----Spec Sheet: 6c----Texturing: 6d---Lighitng: |
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Week 9: Global
Illumination, Final Gather, and Caustics, Determining Accurate Settings based on scene size and photon emission. DUE: Textured Room (quick renders) |
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Week 10: Image Based Lighting with High Dynamic Range Images | |
| Week 11: Final Critique DUE: Finished Room (3 composited render angles, finished textures, lit) |
Your Final Grade will be as such: |
