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GA2211: Hard Surface and Organic Modeling

This course covers advanced modeling techniques used for building organic and hard surface objects and environments.

 

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:
My grading scale for each project-
Week1:Modeling a Cellphone/Remote/Game Controller (or similar device). An assement of incoming skill using image planes and creating detailed polygon models.

Project 1: Using your own Cellphone/Remote Controls/ or Game Controllers as reference (or by using online images), create the most detailed model you can of each of the individual components.

DOWNLOAD THE RUBRIC FOR THIS PROJECT


Week2: Modeling a Skeletal Torso-Spine, Pelvis, and Coccyx. Box Modeling Vertebrae, duplicate along curve, Lattices, and using Duplicate Instance will all be covered.

Project 2: Using provided anatomical reference, you will be asked to create a Skeletal Torso (Spine,Pelvix,Coccyx,Ribcage, Sternum, Clavicles, and Scapula) using extrude and duplicate along curve features.

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Week3: Modeling a Skeletal Torso-Ribcage, Sternum, Clavicles, and Scapula. Extrude along curve, Smooth Preview, and the Sculpt Geometry Brush will be covered.

Week4: Creating a Useable Rendering Enviornment with a backdrop and reflection dome. 3pt lighting, Ambient Occlusion, Wireframe rendering, and Render Settings will be covered.

Project 3: Create a 3pt lighting render environment with a studio backdrop and reflection dome. Create Render Layers for Ambient Occlusion and Wireframe. Render Cellphone and Skeletal Torso projects from the front, side, back, top, and 3/4 views, and edit into a collage in Photoshop

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Week5: MIDTERM CRITIQUE. Start setting up image planes and begin initial modeling on Project 4- Car. Proper Vehicle Gridflow.

Project 4: Using Image Planes, Model a Car at 2 levels of detail (LODs):
-Low poly car will be no more than 3,500 tris
-High poly car has no poly limit (make as detailed as possible)
Create a Level of Detail group so that visibilty switches between models at correct threshold. Create renders using studio env. created in project 3, and using same criteria.

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Week6: High and Low Poly Modeling, LOD groups, examples of vehicles and levels of detail, and introduction to baking detail high to low. Merits of working low poly first and high poly first will both be discussed.
Week7: Radial Construction, building tire treads via bend deformer and hubcaps with duplicate special.
Week8: Creating a room layout. Creating believable clutter.

Project 5: Create a space with combined hard surface and organic elements, emphasis on believable clutter. 35,000 tri limit. Create Renders from 3 angles at 1024x768:
-Lit beauty images with faked radiosity + AO
-Same angle showing just wireframe

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Week9: Creating a House Plant- revolving, extruding on curve, planar alpha mapping, working with live surfaces, optimizing polycount.
Week10: Faking Radiosity for daytime lighting, correct shadows.
Week11: Final Critique

Your Final Grade will be as such:
Project 1-15 points
Project 2- 20 points
Project 3- 8 points
Project 4- 28 points
Project 5- 31 points
Attendance/Participation- 11 points