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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 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 Thomas Cho


Image by Schuler Acosta

Image by Jan Wyss

Image by John Jimenez

Image from Kat Dallons

Image by Jan Wyss

Image by Calhan Schnieder


Image by Calhan Schnieder


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

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.

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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