Organic Model Rough Draft 02---
This assignment not only addresses the competencies of creating complex models in 3D space, but also enables you to develop professional skills in communication and time and project management --- skill sets articulated by our Professional Advisory Committee as needed by our graduates.
In other words: working this way will help you get and keep a job.
Following the guidelines listed below for “Phase 2: Modeling” of your Organic project, for Rough Draft 01 you are to submit the following materials in the specified formats:
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You are to turn in a PowerPoint file labeled: “Lastname_Firstname_Organic_Rough_Draft_02”, in the folder labeled ”Finished Organic Rough Draft 02”, on the Drop Off drive/Steve Paul/Adv 3D Modeling.
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All information for this Draft is to be submitted in PowerPoint format, adding on to the previously submitted Preproduction presentation.
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All images for the Ppt slides should be appropriately re-sized and reformatted in Photoshop for PowerPoint, (sized to fit the slide dimensions before importing into the slide, preferably saved in .bmp format).
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Images should include screen captures and in-progress renders illustrating your working processes.
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Each slide should include a brief written description of:
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What we are looking at
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How it fits into the larger object and its production
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The methods being employed
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Any problem areas to be addressed and how those problems will be solved.
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A detailed production schedule should also be included.
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This should specify days, (e.g.,Wednesday, May 27 through Thursday, June 17), and times, (specific hours you intend to work on an aspect of the model), and what you plan to address on those days and times.
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This should be a revision of your preproduction schedule, and will, of course be revised in the days leading up to your final submission.
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You are expected to be specific in the near term, but I will allow for more generalized, anticipated goals for the final two weeks of production.
Grading Rubric for Organic Rough Draft 01:
F |
D |
C |
B |
A |
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0 points |
5 points |
10 points |
15 points |
25 points |
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- Not turned in, turned in after 2pm, Day 02, Week 09, or not in proper format.
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- Materials turned in on time.
- Not in PowerPoint format.
- Improperly sized images.
- Vague production schedule.
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- All materials turned in as specified above.
- Unclear or impractical production schedule.
- Lighting and textures are present but simple, unclear or inappropriate.
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- Clear explanations and images of goals and progress.
- Modeling shows significant development from Draft 01 but still contains problems.
- Lighting and Textures are clear and appropriate.
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- In-depth explanations and examples of methods and solutions.
- Clear, concise and specific production schedule.
- Modeling exhibits a strong and clear sense of the organic shapes and underlying structures of the subject
- Lighting and textures are sophisticated and adhere to the parameters listed below in “Phase 3: Color and light”.
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Phase 3: Color and light
Color and light parameters:
1. Create a UV snapshot of your final layout. A 2K resolution (2048x2048) is recommended for large meshes (such as the main head), while smaller resolutions (such as 512x512) can be used for minor items such as teeth.
2. Use your research photographs, and, if necessary, collect additional photographs and scans for the types of skin and accessories your object has. These will be used when creating texture maps.
3. Put together a plan for how you will create the look of your organic object’s skin in CG. At a minimum, you will define the color and bumpiness of the organic object's skin. You should also consider shininess (specularity) for different levels of oil on the skin or for wet areas around eyes, nose, and mouth. Prominent bumps not included in the model (such as large warts) may be achieved through a displacement map.
4. Remember to consider imperfections from age, battle damage, scars, and so on. You will want to build these imperfections into your texture maps in order to recreate an image that people will want to spend time appreciating.
- Use what you have learned about how light is used to establish mood, provide information, and model form to illuminate your object in an engaging fashion – don’t just regurgitate a standard 3-point lighting scheme. Consider using contrasting colors, such as a warm key with a cool fill. Take the time to tweak your lighting and shaders. Remember that creating a final image requires back-and-forth adjustments.
- Also create an appropriate backdrop for the final render (consider a simple gradient ramp using colors that complement your organic object’s skin).
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