cgvc 221 3d illustration

221 syllabus | project grades:

announcements

sessions [+/–]

Session 15 [ exam week ]

Critique Project 5

Session 14 [ May 7 ]

Topics Summary: Animation with Deformers and Particles

Homework:

Session 13 [ April 30 ] - Quiz 4

Topics Summary: Animation

Homework:

Session 12 [ April 23 ]

Topics Summary: Rendering & Basic Camera Animation

Links & Docs: Rendering lecture slides

Homework:

Session 11 [ April 16 ] - Quiz 3

Topics Summary: Texture Painting and UV Maps

Links & Docs: BodyPaint Handout

Homework:

Session 10 [ April 9 ]

Topics Summary: Organic Modeling Methods

Links & Docs: Organic Modeling lecture slides

Homework:

Session 9 [ Mar 26 ]

Topics Summary: Lighting

Links & Docs: Lighting Handout

Homework:

Session 8 [ Mar 19 ] - Quiz 2

Topics Summary: Using Reference Textures

Homework:

Session 7 [ Mar 12 ]

Topics Summary: Bump Maps, Displacement Maps, Selection Sets, & Alpha Channels

Links & Docs: Materials 2 lecture slides

Homework:

Session 6 [ Mar 5 ]

Topics Summary: Shading, Shaders, Textures/Materials, Projection Mapping

Links & Docs: Materials (part 1) lecture slides / Materials basics handout / Seamless texture library / Free wood textures (cc license)

Homework:

Session 5 [ Feb 26 ] - Quiz 1

Topics Summary: Array, Instance, & Boolean objects

Extras - Modeling Demos: Modeling a Chair demo / Modeling a Bathtub demo

Homework:

Session 4 [ Feb 19 ]

Topics Summary: Working with NURBS, splines, patches, and HyperNURBS

Links & Docs: NURBS Modeling lecture slides / Bezier defined vs. B-Spline defined

Homework:

Session 3 [ Feb 12 ]

Topics Summary: Working with polygons points, lines, surfaces; extruding and beveling; dividing and connecting

Links & Docs: How to setup reference images

Homework:

Session 2 [ Feb 5 ]

Topics Summary: Primitives, polygons, file formats, navigation, and project setup

Links & Docs: Primitives, Polygons, and Projects lecture slides / Definition of Polygon Modeling / What is the Utah teapot? / History of the teapot / Project file setup handout

Homework:

Session 1 [ Jan 29 ]

Topics Summary: 3D process, common terms, online resources, and time management

Links & Docs: Introduction to 3D lecture slides / The Allosphere / Wikipedia on 3D Modeling / How Stuff Works on Computer Generated Objects / Pixar's Behind the Scenes videos

Homework:

projects[+/–]

Project 5: Chesapeake Bay Promo

Overview:

Create a 3D illustration, ad, or promo that acts as a public service announcement for the Chesapeake Bay.

This design should inform the public about the condition of the bay or how they can help save the bay. It can reflect any aspect of the Save the Bay movement. It can be functional, political, motivational, or commentary.

The final product can be a printed ad or an animated ad.

Possible Research Topics:

Submission Format:

Printed Ad: C4D file and 8x12 inch print

OR

Animated Ad: C4D file and 720x486 Quicktime movie

Grading:

The project will be graded on the concept, the creation of 3D forms and materials, final ad composition, and effectiveness of design in informing the public.

Due: May 14th, Exam Day

Project 4: Vessel

Overview:

Create a unique vessel form that is functional as either a mass-manufactured drink product or a hand-made teapot or kettle. The form must be highly unique and the materials convincing. Standard manufacturing materials are encouraged for a drink product. Texture, pattern, or other unique surfaces are encouraged for a teapot.

Choose One Vessel:

  • Drink product packaging - must include full label and follow standard product manufacturing (sealed, size, labeling requirements for sale and food).
  • Teapot or tea kettle - must include artistic concept; can mimic any sculpting technique or medium, or any mix of mediums.

Inspiration:

Teapots: Etsy, Teavana, Ray Bub

Drink Packaging Inspiration: Packaging of the World, DZine, Core77

Submission Format:

Sketches, a C4D file, and a rendered Quicktime movie of the object showcasing a 360 degree rotation

Grading:

Your project will be graded on your 3D forms, the uniqueness of the vessel, functionality, possible sales potential (product only), artistic concept (teapot only), use of materials, and presentation of form.

Sketches Due: Session 10, April 9th

Vessel Due: Session 12, April 23rd

Project 3: Theme-based shader group

Overview:

Working in groups of 2-3, create a series of shaders/materials/textures following a unique theme of your choice. Create or find models to display your shaders based on the theme - beyond basic primitives. The final presentation should be well composed and well lit to match the theme.

Requirements:

  • Use of a theme
  • 5 shaders or materials minimum
  • Original shaders or materials - of your creation
  • Use of representational models to display your materials
  • An evenly and well lit scene to effectively show your surfaces

Submission Format:

  • A C4D project folder (named with your theme) with all necessary files (c4d file, texture files, and renders)
  • An 800x600 pixel TIF or JPG of the final forms and surfaces

Grading:

You will be graded on the effectiveness of your lighting and materials in the final presentation, the originality of your materials and your theme, the choice of models for your theme, and accuracy of materials and textures.

Due: Session 9, March 26th

Examples:

eggamespizzasherlocksushiyard

Project 2: matching forms - Realism

Overview:

Working from an actual object, recreate the form in Cinema4D as precisely as possible, without embellishment or artistic interpretation. Modeling and shading should match the object exactly.

Submission Format:

  • Your object (submit the acutal object, which I will return)
  • C4D file
  • TIF or JPG rendering at 800x600 pixels or larger

Grading:

You will be graded on accuracy of form, proportion, texture, and materials.

Model Due (part 1): Session 6, March 5th (model only)

Textured Model Due (part 2): Session 8, March 19th (model with materials/shaders/textures)

PROJECT 1: Building with blocks

Overview:

Create a symmetrical object made out of primitives only. The primitives are your building blocks. You can use any combination to build your object. And (unlike real blocks), you can size them to your needs and defy gravity.

The final design should be HIGHLY unique. It should not look like a real version of the object, but rather an artistic interpretation or rendering.

Requirements:

  • Primitives only
  • Minimum of 20 primitives
  • Symmetrical object

Objects (choose one):

  • Tree
  • Hat
  • Windmill
  • Sword
  • Any other object approved by the instructor

Submission Format:

  • C4D file
  • Rendered TIF or JPG of the final design (around 600x800 pixels in size)
  • Name your files "lastname_p1" (e.g. smith_p1.c4d, smith_p1.jpg)

Grading:

Your project will be graded on the uniqueness of your design, and creative use primitive forms.

Due: Session 4, February 19th