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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.

 
     
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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

Image by Adam Rickert

image by Jeffrey Yu

Image by Dmitriy Golovinov

Image by JoAnna Kiech

 

 

 

 

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