Last update: Saturday, October 16, 2010, 12:37:43 PM.

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10/16/10; 12:23:30 PM by AK

The Animation Workshop - 3D Artist Course Permalink to this headline.

Texturing & Shading Permalink to this headline.

This class covers texturing/shading, with a focus on character surfacing. The class should leave with an understanding of texturing/shading strategies, methods, and best practices for a Maya-Mentalray pipeline.

The class has already concepted and modeled characters and environments (from a specific camera angle), and has had a week using Zbrush. The characters should also be uv'd, and posed. Because of our use of Mentalray, we expect the class to work with high(er) poly models and normal mapping (rather than displacement mapping).

During this time, the students will also expect to work on their own projects (at least two days of each week that are specifically set aside for their projects, or a period of time each day).

basics Permalink to this headline.

color spaces

gamma

bit depths

linear workflow

procedural vs. painted

shader networks and how they can help you achieve complex effects with a minimum of manual work

shading models Permalink to this headline.

how light/surface is described in the renderer

different models and their uses

difference between textures/shaders Permalink to this headline.

which to use, when

surface properties Permalink to this headline.

diffuse, specular, reflection, bump/normal

interaction of textures on the shader

procedural vs. painted textures

photoshopped vs. zbrushed textures

working with reference/stock Permalink to this headline.

distortion techniques to match textures to uv layouts

generating maps from one pictures Permalink to this headline.

hi pass filters for bump mapping

combining textures



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First published: Saturday, October 16, 2010, 6:37:39 AM.