Catalog Code

DDA 300 - 1

Course Title

Introduction to 3D Modeling and Rendering

Department

Department of Digital Arts

School

School of Art and Design

Term/Year

Fall 2007

Course Credits

3

Location & Time

E-7 Thu 9:30 - 12:20

Req or Elective?

Required

Prerequisites

CG 650

Instructor

Claudia Herbst

E-mail

cherbst@pratt.edu

Phone

718 636 3490

Fax

718 399 4494

Office Hours

Tuesday, 12-2 PM

Office Location

ARC LL 11-C

Syllabus Version

08/12/2007



Course Description

This course presents the fundamental concepts, issues and techniques of three-dimensional computer modeling and rendering as they apply to art. Both technical and aesthetic issues are addressed. Students learn to design and create expressive and well-crafted models by creating several three-dimensional computer models and scenes. Originality as well as intellectual and emotional substance are expected in the students' work and are studied by analyzing professional examples. The Maya software package is used for instruction and assignments.



Entry Requirements

This is an introductory course. As such, students are not expected to be familiar with any of the concepts or techniques presented. Students are, however, expected to be familiar with general computer usage and file management.


Goals of the Course

The goal of this course is to develop a thorough understanding of the principles of three-dimensional computer modeling and rendering and to enable students to translate theoretical knowledge into successful 3D models and scenes with a fine-art orientation. Focusing on the quality of modeling and rendering and the substance of concept in their own projects, students also learn how to evaluate and critique other 3D work.


Course Requirements

Attendance & Participation
The classes will involve lectures, discussions, and in-class exercises. Each of these is considered extremely important and, because of this, attendance at and full participation in the weekly classes are required of all students.

Please note also that it is Pratt Institute policy that three unexcused absences constitute grounds for an automatic F for the course, and that two latenesses are considered the equivalent of one absence. Arriving more than fifteen minutes after the scheduled start of class will be considered late. Students are 100% responsible for their own attendance and must allow for delays due to subways, traffic, etc. Students who miss class because of illness should bring a note from a physician to avoid their absence being listed as "unexcused."

Assignments
There will be a total of four assignments; three will be given, the fourth one will be an "open" assignment. Each assignment will be evaluated based its on its technical proficiency, aesthetic qualities, and conceptual aspects. Thus, technical skill is only part of an assignment; the formal qualities of each work as well as the ideas that inspire it are equally important. In addressing the challenges of each assignment, students are asked to be creative and to develop their own styles.

Assignments must be handed in on the due date. If an assignment is not finished, a student is asked to hand in whatever he/she has finished up to that point. Work will be graded based on whatever portion is handed in as of the due date. Work handed in late, automatically drops a letter grade.

Students should note that technical problems, lab problems, or being "really busy" does not constitute an excuse for unfinished work. Such issues are part of life and life with computers, and students should assume they will occur. It is each student's responsibility to schedule his or her time wisely.

Students are required to purchase a 81/2x11 (or bigger) sketchbook for this course and to bring it to every class.


WEEKLY SCHEDULE
 

Week 1

Syllabus overview, goal & content of course
Introduction to Maya's interface and the Cartesian coordinate system
Navigating the four views
Using and exploring geometric primitives
Basic tranformations
Absolute vs. relative transformations
Object vs. component mode
For next week, arrange an interesting composition using primities; use the basic transformation tools to change the objects' shape - use shaded mode for display, save your file


 

Week 2

Local coordinate systems, pivot points
Naming nodes/Maya's procedural paradigm
Hypergraph, Construction History
Brief Overview: NURBS, Polygons, Subdivision surfaces
Introduction to Polygonal modeling
Planning ahead, considering topology
Extrusion modeling ("box modeling"), Extrude Edge modeling
Smooth
Importing image planes
Begin Seahorse tutorial

Assignment #1: Design and model a simple creature
-No robots or familiar characters...
-Be creative and come up with an original, distinct, and unique design
-All creatures will be modeled from one single shape (you will build it using Extrusion, Split, and Edge Tools, et al)


 

Week 3

Continue Sea horse tutorial
Split Polygon tool
Chamfer vertex tool, Wedge tool
Insert and Offset Edge Loop tools


 

Week 4

Review of creature designs
Review of seahorse model

Setting up a project

Introduction to lighting aspects: Additive Color Mixing
Spot, Directional, Point, Area and Ambient lights

Introduction to rendering

Aesthetic considerations: As part of this week's homework, students are expected to research examples of good lighting in film or 3D. Bring images (books, links, etc.) to class, so that we can critique them next week


 

Week 5

Critique of assignment #1: A simple creature
Review of lighting examples

More lighting issues: Light linking; controlling shadows

Duplicates & Instances
Hierarchies

Assignment #2: Design and construct a monument to something you believe in
-Let form and design communicate meaning
-Light, texture and render your scene
-Pay special attention to composition and use lighting to generate a mood
-Emphasize the three-dimensionality of the space by paying close attention to foreground, middle ground, and background
-Your work can be figurative or abstract
-Name each node in your scene
-Watch the documentary "Maya Lin - A Strong Clear Vision," available in the Pratt library (A/V services)
Bring design sketches and orthographic renderings


 

Week 6

Review of design ideas

Understanding Shaders: Phong, Phong E, Blinn, Lambert
Understanding 2D and 3D textures

NURBS: Basic overview
Revolve function
Loft


 

Week 7

Using Layers, Object displays & templating

More on shaders: Using Alpha channels for modeling

NURBS components
Adding/deleting Isoparms
Curves and curve degree
Trim tool


 

Week 8

More on shaders: Texture, bump, displacement and transparency maps
Maya Renderers: A brief overview of the Hardware Renderer, Software Renderer, Vector Renderer, and Mental Ray

Rendering techniques: raytracing, reflection, refraction

Assignment #3: Using NURBS and/or polygons, construct a sculpture that functions as a tribute to music or movement
-Research Futurism: who were the movement's most prominent artists, what ideology inspired their works?
-Review of Lori Hammond's work
-The sculpture does not have to consist of a single shape but can be varied and/or
complex
-Render three different images from your scene
-Consider the presentation format (Internet, printing surface, etc.)
Begin by generating sketches, bring a minimum of three developed drawings to class


 

Week 9

Critique of assignment #2
Review of ideas for assignment #3


 

Week 10

Deformers

Modeling a human hand using Polygons: a basic approach

Avoiding Triangles...

Softmod tool


 

Week 11

Modeling a human hand using Polygons, cont.
Subdivision Surfaces
Smooth and Smooth Proxy

Assignment #4: This is an open assignment - each student is to present a proposal for his or her project (include a summary and sketches)


 

Week 12

Review of open assignment proposals

Critique of assignment #3
Modeling a simple bi-ped figure using polygons
In this in-class exercise, students do not have to strive for realism but should aim for a considerable degree of detail and complexity. Models/scenes can take an experimental approach to the human shape.

Students are encouraged to research sculptural approaches to figure modeling. See, for example, the works of Magdalena Abakanowicz:
http://www.abakanowicz.art.pl/heads/-heads.php
http://www.abakanowicz.art.pl/coexistence/-coexistence.php

As well as the works of Robert Lazzarini

...and the works of Jose Carlos Casado (specifically see Meat series, "Inside" and
"Newbody")

...and the works of Beverly Hood (specifically her project "Self Portrait Version 1-3")

Also check out the 3D artist Marek Denko:
http://marekdenko.net/?page_id=15

http://marekdenko.net/?page_id=22

http://marekdenko.net/?page_id=19


 

Week 13

Using the mirror function

Modeling the humanoid figure using polygons, continued -- more on image planes/using instancing when modeling...

Attaching a hand...

UV Texture Editor


 

Week 14

Introduction to Global Illumination, Ambient Occlusion, and Final Gather

Work day - time to catch up - assistance from the instructor


 

Week 15

Final critique - all materials are due at the beginning of class


Methods of Assessment

Each project accounts for ca. 20% of the final grade. Active attendance, participation in the classes, exercises and discussions, as well as overall professionalism will contribute approximately 20% to the final grade.

Projects are evaluated based on their level of technical sophistication, manner of execution (overall look), as well as on their creativity/originality.


Readings/Bibliography

Maya Documentation
You will be expected to use the Maya documentation frequently, independently and intelligently. This documentation includes extensive Help files as well as Tutorials. Both are available on our workstations.


Supplementals

The Department's Resource Room carries a number of other technical reference books on 3D graphics in general, and on Maya in particular. Any of these books can be checked out of the Resource Room by a student taking this course.


Plagiarism Policy

When you copy work that was actually created by another person, without giving credit to the original author, you are implying that you yourself did the work. This is called plagiarism. It is dishonest and is not acceptable at Pratt Institute.

Digital Copyright and Intellectual Property Protection
It is the policy of DDA and Pratt to emphasize respect for the creative works of others. Infringement takes place when -- without permission -- a substantial part of a work is copied, made available to others, or adapted into a new form. Images, text, logos, software, sounds, film/video clips, email, postings to newsgroups, and other works distributed electronically are protected by copyright, just as they are in traditional media. Appropriate use of the internet and digital storage media implies responsibilities and is encouraged. Protection technologies such as watermarking and encryption are supported and must be respected. DDA does not condone copyright infringement and disciplinary action will be taken if this policy is violated.


 
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