Archive for GCOM 402

Final Project

Final Project

Well, its come to this……our final project. We have come a long way in 14 weeks and we still have a little bit more to accomplish before we can wrap-up this course. The Final Project in this class is designed to be a culminating experience. You will apply everything you have learned in this course to your final project. It is worth a significant portion of your grade, so please spend the necessary time to complete the project and turn-in something you are proud to show. This is an excellent opportunity to produce a high quality model and render that you can display in your portfolio.

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Advanced Organic Modeling

Advanced Organic Modeling

Creating a realistic model of a human body, or character, requires over coming some of the most difficult 3D modeling challenges in the industry. Luckily, the skill and technique that is required to build complex, compound surfaces is not very different from the modeling practices we learned when building the human hand. This exercise will take everything we have learned about organic modeling and apply it creating a realistic model of a human body. Correct proportions are essential, so make sure you use good reference materials to help you with your modeling.

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Working with Luminous Materials

Working with Luminous Materials

Over the past couple of weeks, we have explored many of the traditional light types, like Directional Lights and Area Lights. Luckily for us, we can use a number of different direct illumination lighting sources to illuminate the items in our scene. This week, however, we are going to expand our lighting tool set and explore creating Lumigons.

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The Art of Product Design

The Art of Product Design

This week, we are going to examine the art of product design and explore the production pipeline for creating models and renders that are suited for commercial work. During this process, we will learn more advanced modeling techniques ad focus a lot effort on re-creating accreting materials and textures for our models. We wrap up our conversation by exploring “Polygonal Flow” and the proper application of this important structural element.

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Advanced Rendering Techniques

Advanced Rendering Techniques

Studying composition, color theory and spatial relationships will help us create better looking images that help communicate the message of the image. Today, we will look as some traditional art principles and begin to apply them to our 3D scenes and final renders. Incorporating these ideas into our work will strengthen the emotional response from our audience. How we create our scene will influence what the viewer will see and feel. Lets take a look!

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Architectural Visualization

Architectural Visualization

One of the best applications of 3D models is in architectural visualization. Computer graphics technology has matured to a point that creating photo realistic renders and walk-through animations of residential and commercial locations is now cost effective. This week, we will focus on the process of modeling and texturing a residential or commercial building. Attention should be placed on the shape/volume of the overall structure before adding detail elements, like the trees, trim and landscaping.

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Advanced Lighting and Rendering

Advanced Lighting and Rendering

This week we are going to explore the standard 3-point lighting technique and how we can easily employ this technique in our work. We are also going talk about the other types of “Direct Illuminators” (a.k.a – lights) we have access to in Modo.

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Advanced Hard Surface Modeling Techniques

Advanced Hard Surface Modeling Techniques

This week, we are going to take a look at some advanced duplication tools as well examine the process of creating UV maps for our models. We’ll explore the art of texture painting, UV mapping and creating textures in Photoshop. Using the advanced set of mesh creation tools, we can build a series of complex shapes very quickly. New materials recipes will help us create advanced shading effects for glass and reflections in this week’s homework assignment.

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Sub-Division Surfaces

Sub-Division Surfaces

This week, we are going to dive into the process of generating Sub-Division Surfaces in Modo. In order for us to take advantage of Sub-Division surfaces, we need to re-program our modeling brain a little bit and approach the initial modeling stage from a different direction. We’re going to use the same tools we have been using to create our models but add some new elements into the process that will help generate a higher-quality result. Lets start to examine how we can use Sub-Division surfaces in our 3D modeling pipeline and gain a better understanding of how they are constructed.

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Creating Materials and Textures

Creating Materials and Textures

In Modo, materials and textures are created and manipulated in the Shader Tree. Here, we can change specific properties that will directly influence the surface characteristics of our 3D model when we render our scene. This week we will explore how the Shader Tree operates and discover how to apply textures to the models in our scene.

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