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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JUMP TO A SPECIFIC WEEK: |
Week 2: UVing Characters:
There are several different methods and techinques for UVing a character, although in class we will cover 1 in particular.
In general though, the goal of UVing a character would be the same as the Couch we practiced on in week 1.
First we create an intial set of projections, which is followed by cutting up the UV shells into parts, which are then flipped, unfolded, and sewn back together for the final pack.
Here are some techniques that we will be using:
UVing with the "Field Goal" Method:
This method gets its name from the shape that is cut into the back of the head, and in my opinion is the best way to unwrap a model with as little distortion as possible.
First, turn on the Texture Border Edges Display:

Then, Select your head and perform a planar map from the front using the follow settings:

Once we have that axis mapped you will have a face with a single planar projection:

Select the edges that make up a field goal shape along the back of the head and choose Cut UV Edges (the scissor tool) in the UV texture editor. You will now notice those edges become thicker because of the display setting we have previously enabled.

Select all the UVs on the head and use the Smooth UV tool's Unfold function to flatten out the head:

Here's how it should look at the end:

UVing With Headus UV Layout:
Uving
with HEADUS UVLayout-the human hand:
CLICK
HERE OR ON THE IMAGE BELOW:

Creating a Useable Render Enviornment:
Here is a look at roughly the type of 3point lighitng setup we will be examining in class:

Advanced lighting 03 - studio lighting from CG Bootcamp on Vimeo.
We will take a look at using the CIE and Blackbody MR lights to control our illuminiation.

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 4 shader networks, and render by week 4. You will be asked to provide your Maya File, 4 Renders, and a UV snapshot.
We will look at different shader network types next week, but for this project you will be asked to design 4 different shaders from this list:
-Skins (human, reptile, etc...)
-Metals (copper, gold, silver, platinum, iron, aluminum, rusty, etc...)
-Elementals (cloud, water, lava, slimey, etc...)
-Refractives (glass, water, soap bubble, etc...)
-Rim Shaders (x-ray, predator vision, toonshader, velvet, etc...)
-Specials (Ambient Occlusion, MIP Grayball)
-Saucys (Ketchup, Mustard,
Milk, Soup, etc...)
Here is a look at the model you will be asked to UV, and a sample of the Layout.

QUALITY EXAMPLES OF STUDENT WORK (RENDERS of MATERIALS AND UV LAYOUTS)
![]() Image by John Jimenez |
![]() Image by Jan Wyss |
![]() Image by Rais Huang |
![]() Image by Charlie Volpe |
![]() Image by Dan Greenstein |
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![]() image by Jeffrey Yu |
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![]() Image by JoAnna Kiech |