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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Week 6: Midterm Critique, Midterm Quiz, and Introduction to Final Project (read all the way to the bottom of the page):
This week Andrew will be meeting with students individually to give critique on your midterm project (Project 3, 15 textures assignment).
In the meantime, You will be given a special Quiz, where you will be asked to take 6 photographs from a selection that is offered to you, and create a seamless, tiling texture without any noticeable repeat. These three color maps will be turned in by the end of class into the same folder you submit your Project 3 work into.
You will be given 1 points per texture completed, for a total of 6 points.
YOU MUST NAME YOUR FILE EXACTLY AS FOLLOWS: "lastname_firstname_tilingtexture.tga", and your file must be a square, power of 2 size at 72 dpi
Click here for the "How to Tile a Texture" demo:

Project 3: You will be asked to take close-up Photographs of 5 "things" which are no bigger than 2 feet in size. Photographs pulled from the Internet will result in a 0 for the project. For each photo, you will be asked to create texture maps for the object as needed. In most cases this will require at least a Color, Specular and Normal Map, but may also include a Displacement Map, Transparency Map, a Glow Map, or a Cavity Map. Each texture should be created for a flat polygon plane and at least 3 of the map types must be included in the 15+ total textures that you will be producing. You will then render out your textures on flat planes to compare them to the original photo. Due on week 6: 5 photos, 15 textures, 5 renders.
EACH TEXTURE SHOULD NOT BE LARGER THAN 1024X1024
EXAMPLES OF STUDENT WORK FROM THIS ASSIGNMENT:
(click on image to enlarge)
![]() Image by Robin King |
![]() Image by Josh Tyler |
![]() Image by Josh Tyler |
![]() Image by Thomas Cho |
![]() Image by Schuler Acosta |
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![]() Image by Jan Wyss |
![]() Image by John Jimenez |
![]() Image from Kat Dallons |
![]() Image by Jan Wyss |
![]() Image by Calhan Schnieder |
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![]() Image by Kevin Ng |
![]() Image by Kevin Ng |
![]() Image by Kevin Ng |
![]() Image by Kevin Ng |
![]() Image by Kevin Ng |
![]() Image By: Doug Crawford |
![]() Image from Kat Dallons |
![]() Image from Joseph Ostrander |
![]() Image from Michael Nguyen |
![]() Image from Nicole Ferriera |
![]() Image from Trevin York |
![]() Image from Trevin York |
![]() Image from Trevin York |
![]() Image from Jordan Gabriel |
![]() Image By: Doug Crawford |
![]() Image By: Amanda Heaton |
![]() Image by Marlena Hammond |
![]() Image By: Christopher Kohl |
![]() Image By: Joe Perez |
![]() Image By: Ken Walter |
![]() Image By: Ken Walter |
![]() Image By: Ken Walter |
![]() Image By: Marcos Lopez |
![]() Image By: Matt Danyeur |
![]() Image By: Matt Danyeur |
![]() Image By: Stephanie Barnes |
![]() Image By: John Dawson |
![]() Image By: Stephen Nosse |
![]() Image By: Tom Rollinger |
![]() Image By: Yi Ou |
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Image By: Paul Hubans |
![]() Image by Rais Huang |
![]() Image By: Dylan Atari |
![]() Image By: Dylan Atari |
![]() Image By: Dylan Atari |
![]() Image By: Chris Lee |
![]() Image By: Ana Guevara |
![]() Image By: Yi Ou |
![]() Image by Jeremy Fain |
![]() Image By: John Dawson |
![]() Image By: Jessica Brunson |
![]() Image By: Hadidjah Chamberlin |
![]() Image by Jeremy Fain |
![]() Image by Nick Conn |
![]() Image by Jessica Siu |
![]() Image by Jeff Bodden |
![]() Image by Jeff Bodden |
Final Project: Rendering an interior space (tonight's homework part 2)
You
will be modeling an interior space for this project, and will be responsible
for modeling UVing, texturing, shading, and rendering the scene. The project must
include:
-A
diversity of objects to be provided with shaders
-Use of Advanced Lighting Techniques, as discussed (Global Illumination,
Final Gather, Caustics, MR Physical Sun and Sky, MR Lens Shaders, and/or
HDRI)
-A variety textures, constrained to the equivalent space of 1 4096 map for all channels
-Use of at least 2 render passes per image (you will be turning in the
uncomposited images)
-A minimum of 3 rendered images of the space (you will also be turning in the composited images which make up these
renders)
-Accurate Shadows including proportional blurring based on distance.
-A good sense of light and dark, and color intensity balance
-An eye for interesting design.
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STUDENT SPEC SHEETS WORTH USING AS AN EXAMPLE: |
| Christopher Kohl's Spec Sheet | |
| Arnold Moran's Spec Sheet | |
| Louie Ejanda's Spec Sheet | |
| Minako Ikeada-Oikawa's Spec Sheet | |
| Jordan Gabriel Spec Sheet | |
| Jessie Fisher Spec Sheet | |
| Nicole Ferriera Spec Sheet | |
| Kat Dallons Spec Sheet | |
Due
week 7: Reference Photos in the form of a .PDF spec sheet, showing both lighting ideas
and texture sources
Due week 8: A Fully modeled room DUE
AT THE BEGINING OF CLASS!!!!!!!
Due week 9: A fully textured room
Due week 11: A Fully lit, textured, rendered, and composited space. DUE
AT THE BEGINING OF CLASS!!!!!!!
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