Faculty of: Arts and Business School of: Communication and Creative Industries Teaching Session: Semester 1 Year: 2016 Course Coordinator: Dr Uwe Terton Email: uterton@usc.edu.au Course outline Code: DES231 Title: 3D Design A 1. What is this course about? 1.1 Course description This course introduces you to computer graphics and 3D-modelling. It focuses on the basic elements of the 3D-modeling process and how to model complex 3D objects using industry standard software. Project based learning will enable you to gain an understanding of approaches to sustainable and eco-oriented design. As your modelling skills evolve, you will learn about texturing, lighting, camera settings, rendering and different media formats. You will gain a sound understanding of the various 3D object formats and output options necessary for different industry purposes. 1.2 Course content Key content includes: Introduction to 3D modelling for screen and print. On completion of this component you will: Have an understanding and knowledge of the history and context of contemporary 3D modelling. Demonstrate an advanced level capability in using 3D modelling software. Demonstrate an ability to work with associated aspects such as rendering, texturing, light setting and camera settings and utilise basic 3D modelling concepts including axes, planes, coordinate systems and views. Create, combine and manipulate 3D objects such as primitives, surface objects and polygons, lights and cameras to develop complex models and complex sceneries plus rendering 3D scenes for various types of output to cater for industry standard broadcast and print formats. Introduction to sustainability in 3-D design. On completion of this component you will: Be able to discuss the project with regard to sustainability and eco-design related issues. Provide a sustainability based product review and recommendations. Understand and implement a life-cycle assessment plan. Understand value-based design principles. 2. Unit value 12 units
Page 2 3. How does this course contribute to my learning? Specific Learning Outcomes Assessment Tasks Graduate Qualities On successful completion of this course you should be able to: Apply modelling techniques to model polygonal and surface objects. Solve problems and document your ideas, thoughts and development processes in an eportfolio. Create a prototype of a proposed 3D model which demonstrates a good understanding of proportions in 3D-space. Apply sustainability knowledge to create a lifecycle assessment for a manufactured object. You will be assessed on the learning outcome in task/s: 1, 2 and 3 Empowered. Completing these tasks successfully will contribute to you becoming: 1, 2 and 3 Creative and critical thinkers. Empowered. 2 and 3 Empowered. 1 and 3 Sustainability-focussed. Ethical. 4. Am I eligible to enrol in this course? Refer to the Coursework Programs and Awards - Academic Policy for definitions of pre-requisites, corequisites and anti-requisites 4.1 Enrolment restrictions Quota of 18 students per tutorial/workshop (due to number of computers per lab) 4.2 Pre-requisites Any four courses including DES105 or ADN100 4.3 Co-requisites Nil 4.4 Anti-requisites Nil 4.5 Specific assumed prior knowledge and skills Nil 5. How am I going to be assessed? 5.1 Grading scale Standard High Distinction (HD), Distinction (DN), Credit (CR), Pass (PS), Fail (FL)
Page 3 5.2 Assessment tasks Task Assessment Tasks No. 1 Major Project 1 plus eportfolio - Primitive and Polygon Object (My favourite object) 2 Major Project 2 plus eportfolio - Surface Object Modelling 3 Major Project 3 plus eportfolio - Incorporating materials, Textures & Animation (Beautiful by Nature) Individual or Group Weighting % What is the duration / length? Individual 30% Project + eportfolio Individual 30% Project eportfolio Individual 40% Project + eportfolio 100% When should I submit? Friday, Week 5 Friday, Week 8 Friday, Week 13 Where should I submit it? online via BB safe assignment online via BB safe assignment online via BB safe assignment Assessment Task 1: Major Project 1 plus report - Primitive and Polygon Object (My favourite object) Goal: Product: Format: To model a complex 3D-model based on your favourite object using polygonal modelling techniques, applying coloured shaders to the finished model and reflect critically on the development and manufacturing processes by developing a life-cycle assessment for the product. Polygonal object modelling project eportfolio life-cycle assessment for the product. In this project you select and examine your favourite object. You will research the production of the object, materials used, recycling possibilities and life cycle strategies. The findings will be documented in your eportfolio. Alternative production methods for the object will be researched and analysed. The object will then be modelled using a 3D software modelling software and its polygon object modelling techniques. Each object part will be applied with a coloured shader. As you work on this project, you will examine the differences between solid object modelling and shell modelling for screen and 3D-print outcomes. We explore some manufacturing techniques and processes, research materials used for solid object construction and introduce lifecycle assessment methods. You will engage with a professional 3D software to learn how to model objects for on screen and 3D-print, working in the 3D space using different cameras and image planes. Besides becoming familiar with the 3D modelling software interface, the focus will be on learning to quickly model complex objects for online uses and 3D-print, such as in games and animations. All steps including research, ideas development, sketching and production should be documented in your eportfolio. The full project brief, along with relevant readings, links and examples is available on Blackboard in the Assessment 1 Folder.
Page 4 Criteria 3D Polygon Object: The object should be detailed, appealing and interesting The object should be proportionally accurate Coloured shaders applied to the model parts No manifold polygon faces, vertices, edges, normals, topologically clean with all faces being quads or all faces triads Use of polygon tools (mirror, extrusion, merge, primitives) Front and side reference images on planes provided and layered eportfolio: Generic skill assessed Applying technologies Problem solving Communication Development and production stages of your object listed Life Cycle Assessment for your object developed Difficulties discussed that arose during the modeling40 process and how you overcame those problems Inspirational source material documented Skill assessment level Introductory Introductory Introductory Assessment Task 2: Major Project 2 plus report - NURBS Object Modelling Goal: Product: Format: Criteria To model a complex 3D-model based on an organic shape using NURBS modelling techniques, textured shaders to the finished model; modelling a prototype with play dough or clay and reflect critically on the development processes in the eportfolio. Surface object modelling plus eportfolio entry The project is designed to introduce you to the process of surface modelling. However the final model will be a polygon model for the ease of texturing. You will consider how curved surfaces are modelled and integrated to form a complete object. In this project, you will model an object that belongs to an underwater world and can be integrated within your third project. You will research the objects structure and details plus the colours, texture and luminiscence. You will then create a prototypemodel of the object first before modelling in a 3D modelling software. The initial prototype should be made up of a series of 2D sketches and you are encouraged to create and photograph models in clay or play dough wherever possible. Besides paying attention to proportions and anatomical detail the focus for this project will be on texture, such as surface, colour and reflections. The full brief, along with relevant readings, links and examples is available on Blackboard in the Assessment 2 Folder. 3D Surface Object: The object should be detailed and appealing. The object should be proportionally accurate. UV -texture maps being properly mapped and appealing in render view and textures applied to the model Use of curve creating and editing tools appropriate and precise Use of surface creating and editing tools appropriate and precise Front and side reference images on planes provided and layered Design is creative and innovative
Page 5 eportfolio: A detailed description of the modelling process included Difficulties that arose during the modelling process and how you overcame those problems discussed Inspirational source material included Generic skill assessed Skill assessment level Problem solving Applying technologies Communication Assessment Task 3: Major Project 3 plus eportfolio entry - Complex Scene Modelling (Beautiful by Nature) Goal: Product: Format: Criteria To model an aspect of an underwater world using any modelling techniques available and applying texturing techniques, lighting and basic camera on path animation. Complex scene modelling project plus report In this project you will examine organic forms and shapes sourced from underwater. Using your own findings and sources of inspiration, you will develop a complex 3D scenery for use on screen. The task is to create 3-D models based on reefs, with rocks, corals, plants, crustaceans and fish. The focus will be on lighting, textures and colour to produce a realistic scenery. A coral reef consists of multiple objects and creatures that live in a complex system where all elements depend on each other forming a complex ecosystem. The metaphor of the reef will help you to gain a better understanding of the meaning and importance of eco design whilst giving you the chance to explore a complex 3D space taking a close up of one aspect and transforming that as a snapshot into a 3D scene for further use in later animation processes. The scene will be captured through one or more cameras and their movement will be planned and stored for use in creating a short animation, which, will be output for onscreen display. This project will give you a preview into the animation process, providing a foundation for the following course DES232 3D-Animation. The full project brief, along with relevant readings, links and examples is available on Blackboard in the Assessment 3 Folder. 3D Polygon Object: 3D objects in terms of quality, quantity and accuracy The objects should be detailed, appealing with full-colour map The design should be interesting with distinctive characteristics The scenery should be well lit to create an underwater world atmosphere The quality of your animation in terms of timing, camera use and montage Innovation eportfolio: Documentation of design decisions, styles and aesthetics Difficulties that arose during the modelling process and how you overcame those problems discussed Inspirational source material implemented Generic skill assessed Skill assessment level Problem solving
Page 6 Applying technologies Communication 5.3 Additional assessment requirements SafeAssign In order to minimise incidents of plagiarism and collusion, this course may require that some of its assessment tasks are submitted electronically via SafeAssign. This software allows for text comparisons to be made between your submitted assessment item and all other work that SafeAssign has access to. If required, details of how to submit via SafeAssign will be provided on the Blackboard site of the course. Eligibility for Supplementary Assessment Your eligibility for supplementary assessment in a course is dependent of the following conditions applying: a) The final mark is in the percentage range 47% to 49.4% b) The course is graded using the Standard Grading scale c) You have not failed an assessment task in the course due to academic misconduct 5.4 Submission penalties Late submission of assessment tasks will be penalised at the following maximum rate: 5% (of the assessment task s identified value) per day for the first two days from the date identified as the due date for the assessment task. 10% (of the assessment task s identified value) for the third day 20% (of the assessment task s identified value) for the fourth day and subsequent days up to and including seven days from the date identified as the due date for the assessment task. A result of zero is awarded for an assessment task submitted after seven days from the date identified as the due date for the assessment task. Weekdays and weekends are included in the calculation of days late. To request an extension you must contact your course coordinator to negotiate an outcome. 6. How is the course offered? 6.1 Directed study hours 3 hour computer workshop per week as well as self-study online delivery On campus 6.2 Teaching semester/session(s) offered Semester 1
Page 7 6.3 Course activities Teaching What key concepts/content will I Week / learn? Module What activities will I engage in to learn the concepts/content? Directed Study Independent Study Activities Activities 1 Introduction into 3D Object Modelling. Review of course outline, content and course aims and objectives. What is an Object? What is 3D Object Modelling for onscreen and print? The modelling processes. 3D computer graphics software. Project 1 3 Overview. 2 Why does Eco Design matter and how can it influence 3D design. We start modelling our favourite object in the tutorial and get our reference images ready for implementation into Maya 2015. We continue with Eco- Design and investigate the lifecycle assessment mode of Cradle to Grave. 3 Life Cycle Assessment (LCA) and the Polygon Process. How to plan a 3D modelling project. We investigate what shaders are and how they are used in CGI. We finish our theory expedition in the field of Eco-Design with the Cradle-to-Cradle life cycle assessment. In this week s tutorial we will go through some important polygon modelling tools and keep on working on our project. 4 Friday, 25 th March Good Friday Public Holiday Design for Usage. Colour and Shaders in Maya: We will learn about shading networks, what they are and how to be created. In the tutorial we will go through some shading networks techniques that will enable you to create beautiful materials and shaders for your objects. We also will briefly brush over rendering so that you are able to produce rendered image of your work for assignment submission Mid Semester Break 5 What are NURBS? This week we will learn about NURBS curves, which are Lecture Practical/Demonstra tion Workshop Introduction to Project One Lecture Practical/Demonstra tion Workshop. You bring your favourite object to class and discuss its design and material. You explain how your object is manufactured, what impact the manufacturing has towards the environment. Understanding Maya - an introduction. Introduction to Project One: You will select and examine your favourite object. You bring your favourite object to class and discuss it s design, function and the materials it is made of. You explain how your object is manufactured, what impact the manufacturing has towards the environment. You work on your Object and get your assignment ready for submission. Finishing up on Project 1 and getting the files
Page 8 the entities we need to create NURBS surfaces which will be discussed in week 6. NURBS curves are vector curves and are powerful in modelling accurate models. NURBS modelling can be very useful in CAD modelling to design products that can be manufactured. NURBS can help you to get something modelled very quickly and later converted into a polygon model for texturing and rendering. 6 NURBS Surfaces: we will continue with NURBS surfaces. We learned about NURBS curve creation last week, now it is time to make surfaces and patch them together to NURBS objects. We also look into some manufacturing processes because NURBS modelling will allow you to make solid objects and moulds. We will also learn to convert the NURBS models we are creating into Polygon Objects for further refinement and texturing. 7 Texturing: we have now well advanced in our modelling skills where we started with polygon modelling continued with NURBS modelling and now we are back to polygon modelling which is more suitable for perfect texturing. To be able to create and apply realistic textures to our models we need to learn UV mapping and UV texturing. This week we will investigate both topics and practice UV mapping and texturing in our tutorial activities. First we match a simple texture to a box shape and in the second activity we create a map for a crow model to be painted in photoshop. 8 Monday, 25 th April ANZAC Day Public Holiday Deformers are high-level tools that you can use to manipulate (when modelling) or drive (when animating) the low-level components of a target geometry. In other software packages, the terms modifiers and space warps are used to refer to what Maya calls deformers. Introduction to Project Two ready for submission. Introduction to Project Two: Modelling using NURBS and Polygon modelling. Creation of an initial model prototype made up of a series of 2D sketches and the creation of a 3D prototype using playdough or clay Finishing up on Project 2 and getting the files ready for submission.
Page 9 9 Monday, 2 nd May Labour Day Public Holiday Lighting: you have modelled a lot and it is now time to put your work into the right light. Let us start with Maya Lighting. First, what is light anyway? We look at the lights available in Maya, how they work and moreover how we can use them to create a nice atmosphere suitable for our scenes. The most relevant light setting is the three point light set that we will try out in our lighting tutorial. Introduction to Project Three. 10 Rendering: Maya Cameras: After having mastered the lighting it is time to look into the cameras available to us via Maya. There are three types and this week we will explore all camera settings and options. We investigate, depth of field (DOF) and motion blur effects. Virtual cameras have more options and settings than physical cameras and make them more powerful. So let us unleash the power of Maya cameras. 11 Rendering is the last step in creating your CG work. It s the process by which the computer calculates the surface properties, lighting, shadows, movement, and shape of objects, and it saves a sequence of images. Although the computer does all the thinking at this point, you still need to set up your cameras and the render to get exactly what you want. This week will show you how to render out your scene using Maya s software renderer and how to create reflections and refractions. It will also introduce you to Maya s other rendering methods. 12 Brief Introduction to CGI Animation: We will look into the workflow of animation making, learn about the core principles of CGI animation based on illusion of movement, key frames and the computer software s ability to calculate in-between frames automatically. In this week s tutorial we will make a ball bouncing animation. By doing this we will learn about Maya s timeline controls and apply the principle of key framing into practice. Further we will create You showcase and discuss your work in class. Studying underwater sceneries using the internet, magazines or visiting the underwater-world. Work on your underwater scene Support Reading Work on your underwater scene Full workshop: work on project three in class
Page 10 an animation path that can be used to attach a Maya camera to create a flight through. This exercise will come in very handy for your final assignment the underwater scene. 13 You successfully finished DES 231 3D Design A - Introduction to Objects Modelling. You have learned and mastered three different types of modelling modes, polygon, NURBS and sub-division. You delved into UV texture mapping which will haunt you for the rest of your career. We covered and practised shading, lighting and rendering which goes hand in hand and is interconnected in CGI. Finally we touched on animation, which we will continue next semester in DES232 3D Design B- Introduction into Animation. In that course you will learn more about threedimensional animation and character development. Full workshop Session. Please note that the course activities may be subject to variation. Finishing up on Project 3 and getting the files ready for submission. 7. What resources do I need to undertake this course? 7.1 Prescribed text(s) Please note that you need to have regular access to the resource(s) listed below: Author Year Title Publisher Various 2015 Exploring Maya 2016 video series by Digital Tutors http://knowledge.autodesk.com/support/maya/learnexplore/caas/cloudhelp/cloudhelp/enu/123112/files/mayatutorials-html.html http://www.lynda.com/maya-training-tutorials/255-0.html Various 2012-2015 Maya Tutorials on Lynda.com Various 2014 42 mighty Maya tutorials to try today http://www.creativebloq.com/3d-tips/maya-tutorials- 1232745 7.2 Required and recommended readings Lists of required and recommended readings may be found for this course on its Blackboard site. These materials/readings will assist you in preparing for tutorials and assignments, and will provide further information regarding particular aspects of your course. 7.3 Specific requirements N/A
Page 11 7.4 Risk management There is minimal health and safety risk in this course. It is your responsibility to familiarise yourself with the Health and Safety policies and procedures applicable within campus areas. 8. How can I obtain help with my studies? In the first instance you should contact your tutor, then the Course Coordinator. Student Life and Learning provides additional assistance to all students through Peer Advisors and Academic Skills Advisors. You can drop in or book an appointment. To book: Tel: +61 7 5430 1226 or Email: StudentLifeandLearning@usc.edu.au 9. Links to relevant University policies and procedures For more information on Academic Learning & Teaching categories including: Assessment: Courses and Coursework Programs Review of Assessment and Final Grades Supplementary Assessment Administration of Central Examinations Deferred Examinations Student Academic Misconduct Students with a Disability http://www.usc.edu.au/university/governance-and-executive/policies-and-procedures#academic-learningand-teaching 10. Faculty specific information LOCATING JOURNAL ARTICLES If you have been notified that the journal articles in this course are available on e-reserve, use the on-line library catalogue to find them. For journal articles not on e-reserve, click on the "Journals and Newspapers" link on the Library Homepage. Enter the journal title e.g. History Australia, then search for the volume and issue or keyword as needed. ASSIGNMENT COVER SHEETS The Faculty of Arts and Business assignment cover sheet can be found on Blackboard or on the USC Portal at: Faculty of Arts and Business (Students) > Forms. It must be completed in full identifying student name, assignment topic, tutor and tutorial time. This must be attached securely to the front of each assessment item prior to submission. Claims of loss of assignments will not be considered unless supported by a receipt. HELP: If you are experiencing problems with your studies or academic work, consult your tutor in the first instance or the Course Coordinator as quickly as possible. DIFFICULTIES: If you are experiencing difficulties relating to teaching and assessment you should approach your tutor in the first instance. If not satisfied after that you should approach in order your Course Coordinator, Program Coordinator then Head of School. General enquiries and student support Student Central Building C Tel: +61 7 5430 2890 Fax: +61 7 5430 2882 Email: studentcentral@usc.edu.au