MMST 163: Complex Lighting & Materials; 3D Character Rigging & Animation
Environments & Set Design --
3D Studio Max

College of Marin , Indian Valley Campus, Spring 2008
Class: Fridays 10:10a– 3:30p IVC/PM190/PM199

 

Instructor:    Jeffrey Abouaf      Contact: jabouaf@ogle.com


SYLLABUS

 

(January 25 - MaY 23 2008 -- Fridays)

Part I: Environment and Set Design

Introduction and Overview.

What factors into designing a good environment?

What factors go into making a good set? How is this different from a good environment?

Pre-rendered vs. Real-Time 3D graphics: considerations; similarities and differences

3DS Max: a “virtual film studio”; -- the role of the camera

Identify the big issues at the earliest stage.

Modeling and Texturing Environments and Sets

Concept Art - defines the look, the inspiration, and identifies challenges

Modeling - review general techniques; considerations peculiar to environments

Cosiderations for building exteriors, interiors, for movies and games.

Organizing the scene; working in layers

Lighting Considerations and Techniques:

Standard lights

Max's Advanced Lighting (Light Tracer and Radiosity); Using Photometric Lights.

Consider baking in lighting effects

Animated camera and lighting effects

Intermediate Texturing:

Cameras and lighting impacts texture design

Atmospheres and effects impact textures

Shader types; Material Types; Map Types; how they inter-relate.

Procedural vs. non-procedural materials; gradients, falloffs, antialiasing

The 3DS Max Material Editor -- building material trees

Texture Baking; Normal Maps

Specialized and Complex Textures; what is "Realism"; "Stylized"

Painting Textures in Photoshop

Applying textures - UVW Mapping issues

Rendering:

Pre-rendered movies/cut-scenes vs. real-time rendering

Output and output formats -- tips and techniques

The default Scanline Renderer in depth.

Other Rendering Engines: Mental Ray and competing commercial products

Fogs, Atmospheres, Volumetrics, and Special Effects.

Particle Systems: Basic, Advanced and Particle Flow.

Post-production considerations:

Anticipating the requirements of a real-time renderer (example Shockwave 3D)

Maximizing flexibility for post production editing

Isolating and rendering to layers; Render Elements; RLA/RPF

Part II: Character Design, Rigging and Animation

Introduction:

Overview of the character development process: design, modeling, rigging, animating.

Importance of drawing and understanding anatomy

Character animation principals from the 2D world (squash, stretch, anticipation, exaggeration)

Everything is based on the intended audience, budget, output device(s), team.

Modeling and Texturing Issues for Characters

Box modeling in Edit Mesh

Box modeling in Edit Poly mode

Subdivision Surfaces

Introduction to Patch modeling (Surface Tools)

Modeling issues specific to characters

LOD and MRM

Edge Loops

Modeling with Textures (Subdivision Surface Displacement in the Material Editor)

Other Texturing issues: Texture size and detail; UVW mapping issues; Unwrap UVW

Non-bone-based Rigging

Why do we need bones?

Applying modifiers to deform the mesh (whole mesh vs. selection sets)

Manipulators and wiring issues (Max 5)

Secondary animation effects (bounce, jiggle using the Flex modifier)

Animating with Splines and the Linked-Xform modifier

Rigging with other animation controllers (eye-rigging with the Look-At Constraint)

Introduction to Morphing – the Morpher modifier

Biped basics (Character Studio)

What it does (and doesn't) do.

Figure Mode (modifying the skeleton to fit the mesh)

Footstep Mode (Footsteps vs. Freeform modes)

Keyframe Mode

Importing motion capture data

Recycling motion files; layering motions

Motion flow mode, stitching motions together

Attaching the model to the Biped

The Physique Modifier

Requires Character Studio

Overview of what it does

Relationship to bone scaling

Working with envelopes

Vertex assignments

Bulge setup – wiring secondary animation effects

The Skin Modifier

Character Studio not required

Differences from Physique

Display options

Painting Weights

Built-in Deformer Gizmos

Rigging with Bones

Why not just use Biped? Advantages and Disadvantages

Review Hierarchies and how they work

Forward Kinematics (FK) vs. Inverse Kinematics (IK), Uses

Setting Up a Bone chain (scaling, fins)

Setting constraints

IK Solvers; Helper Objects with IK

Setting Up a leg

Animating the Character

Biped

Keyframing in Footstep Mode

Keyframing in Free Form Mode

Bone Rigs

Keyframing and function curves  

 

Summary:

This class will extend your 3DS Max skills beyond the fundamentals in two areas: during the first 8 weeks we will investigate, design and construct environments and virtual sets. The remaining sessions will focus on creating characters to populate these worlds. More advainced students should use these techniques to stretch their art and design skills

During the first half of the course, you will create concept art. From that you will build an interior and an exterior scenes usable as environments for 3D animation or game play. This will involve reviewing and extending your skills with modeling, texturing, UVW mapping, lighting, cameras, atmospheres, particle systems and special effects. We will use Discreet 3D Studio Max 8.x or 9, as available. The lighting discussion will cover basic setups and dramatic effects, as well as an introduction to Max's global illumination and photometric lighting tools. A discussion of lighting and materials necessarily includes a discussion of rendering technique, rendering to layers and to elements, and compositing these components with special effects in post production. The environments discussion will focus on the intended purpose for the setting, how the set design can convey the scene purpose and how to dress a set for believability. This discussion will include a discussion of atmospheres and particle systems, as well as special effects such as glows, flares, and blurs

During the second half of this course you will design, model, rig and animate one or more characters using 3D Studio MAX. The principals shown apply across the major software packages. Specific techniques will be demonstrated in 3D Studio Max 7.x. . Through lectures, exercises and projects, you will learn how to model a bipedal character mesh and set up a simple skeleton rig using Max Bones and Character Studio (Biped). You will bind this mesh to the skeleton using either the Skin modifier. This part of the 3D arts can be its own art form. and is increasingly important to animators. Throughout this course tou will survey current trends, issues and directions, and produce two projects showcasing some of them.

Assignments

At the first class, students will be directed to sign up for the Class Blog (students will be asked to supply an email address; the instructor will then invite them to participate.) This Blog is our means of communicating with each other outside of class. While the instructor is privately available via email; the Blog can serve as an extended classroom, where we can share answers, solutions, and comments.

Students will be assigned a variety of homework assignments, due the following session, from preparing concept sketches, storyboards, and other artwork, to performing classroom exercises. Additionally, the standing assignment is to review and complete relatied Tutorials provided with the 3D Studio Max 7.x software (see "Help/Learning 3D Studio Max" on the Menu Bar). Tutorials from the recommended texts for this class are also acceptable.

First, write down what you plan to do (script). Then draw a sequence describing what you want to present (storyboard the project). Then build the content. Please consult with the instructor early for advice on the scope and difficulty of your project. Allow at least two weeks before the due date to render out your project – students always underestimate this process.

Projects:

In addition to homework assignments , students should immediately choose and direct their efforts toward producing two Required Projects, (1) an environment scene due on the date of the midterm exam, and (2) the second, a rigged/animated character, due at the final. . The projects can be anything of your own choosing within the covered subject matter, i.e. design visualization of environments for CAD, VizSim or Entertainment; character design, building or product design, game scene or level design, etc. which use techniques explored in class. More experienced students should aim to push their skills. The instructor will work with them on this, even if the content is beyond the scope of the covered material.

Projects should be about an animation 30 seconds in length (they can be longer or shorter). Animation must be delivered as a compressed Quicktime movie 7.0 (sorensen 3 codec) or  an AVI movie (cinepak codec), 15 fps, either 320 x 240 or 640 x 480, plus 4 to 6 hi-res still images in JPEG format from the animation which showcase detail and dynamic poses or angles.  Students are encouraged to storyboard all projects and connect with instructor during lab times, or class (time permitting).  Student grades will be based on these projects

You are responsible to make sure your projects are delivered in a compressed format and on media compatible with the equipment in the lecture hall. (Jump Drives or CD's). You will present your projects in class on the due date.

All projects are due on or before the due date, which are the dates set for the Midterm and Final Exams .  No extensions or incompletes will be given.  Your entire grade is based on the projects turned in.

MAX RESOURCES

The instructor maintains a current set of 3DS Max resources at www.ogle.com.  Follow the Class Blog discussion throughout the week. Frequently check the Products and Events page for new resources and items for Max students. Visit the Links, Resources, and Download sections for related sites, tutorials, articles, scripts and, and recommended books.

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