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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.
Furthermore, they will demonstrate an understanding of global illumination, final gather, Radiosity, and HDRI. Finally, upon completion they will be able to critically understand how light affects a surfaces’ color based on material: Diffusion, Gloss, Specularity, Reflectivity, Translucence, and Ambience.

 
     
For EVERY project submitted this quarter, you will be asked to use the NAMING CONVENTION Resource Guide (click on the image on the left of this text) for all of your files. Not using the guide will result in a deduction of points from your grade.

Choose your current Week:

 
Choose your current Week:
My grading scale for each project-
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

DOWNLOAD THE RUBRIC FOR THIS PROJECT

 

Week 2: Unwrapping Organic Objects, UV Layout with Headus, Special Sphereical Mapping for Heads, UVsets intro.

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.

DOWNLOAD THE RUBRIC FOR THIS PROJECT

 

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.
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.

DOWNLOAD THE RUBRIC FOR THIS PROJECT

 

Week 5: Creating Difference Maps in Photoshop, Crazybump, Maya, Zbrush, and Mudbox, rendering difference maps in Maya.
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)

DUE: Glass of water (render)


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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Week 8: Creating Layered Textures and Shaders, combining procedural textures, Baking AO, the UV set relationship editor for hard surface and organic uses, Creating Wireframe Renders with the MR contour shader.

DUE: Fully Modeled Room (maya file)

DUE: Still Life project (composited file)

 

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:
Photographic reference material compiled into a PDF

6b----Modeling:
A bank of simple models will be provided for those who don't excell at it, but modeling from scratch is encouraged and factored into the grade

6c----Texturing:
UV layout and texture complexity is considered. You may not use more than a single 4096sq texture's worth of space for all items in the room. Example:
1x 4096 -or-
4x 2048 -or-
16x 1024 -or-
8x 1024 AND 2x 2048
etc.....

THIS IS FOR ALL CHANNELS (color, normal, spec, etc....)

6d---Lighitng:
Use of light with appropriate color, shadows, and bouncing.

6e---Render Passes:
You will be making renders from 3 camera angles. Each angle should show evidence of composited passes (AO, GI, reflections, etc...) to enhance the look of the render

DOWNLOAD THE RUBRIC FOR THIS PROJECT

Week 9: Global Illumination, Final Gather, and Caustics, Determining Accurate Settings based on scene size and photon emission.


DUE: Textured Room (quick renders)
Week 10: Image Based Lighting with High Dynamic Range Images
bathroom Week 11: Final Critique

DUE: Finished Room (3 composited render angles, finished textures, lit)

Your Final Grade will be as such:
Couch: 5points
Character UVs: 5 points
15 Textures: 30 points
Still Life: 4 points
Glass of Water: 3points
Interior final: 50 points
Final Quiz: 12 points
Attendance: 11 points