12/27/2024 8:55:07 AM |
| New Course (First Version) |
CATALOG INFORMATION
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Discipline and Nbr:
APTECH 73 | Title:
INT DIGITAL SCULP (RVPA) |
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Full Title:
Intermediate Digital Sculpting (RVPA) |
Last Reviewed:1/22/2024 |
Units | Course Hours per Week | | Nbr of Weeks | Course Hours Total |
Maximum | 3.00 | Lecture Scheduled | 3.00 | 17.5 max. | Lecture Scheduled | 52.50 |
Minimum | 3.00 | Lab Scheduled | 0 | 8 min. | Lab Scheduled | 0 |
| Contact DHR | 0 | | Contact DHR | 0 |
| Contact Total | 3.00 | | Contact Total | 52.50 |
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| Non-contact DHR | 0 | | Non-contact DHR Total | 0 |
| Total Out of Class Hours: 105.00 | Total Student Learning Hours: 157.50 | |
Title 5 Category:
AA Degree Applicable
Grading:
Grade Only
Repeatability:
00 - Two Repeats if Grade was D, F, NC, or NP
Also Listed As:
Formerly:
Catalog Description:
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This course introduces students to digital sculpting and its integration with traditional modeling workflows for production. Students learn how to create ultra-realistic, lifelike three-dimensional (3D) models with a high level of detail utilizing industry-standard software applications. Demonstrations, exercises, and in-depth assignments help students develop sculpting, sculpting physics, composition, anatomy, and texture-painting skills.
This is a Regional Virtual Production Academy (RVPA) course that is not offered at SRJC but is available through one or more of the other five participating colleges of the RVPA collaborative program. Learn more about the RVPA at https://cs.santarosa.edu/vp
Prerequisites/Corequisites:
Recommended Preparation:
Limits on Enrollment:
Schedule of Classes Information
Description:
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This course introduces students to digital sculpting and its integration with traditional modeling workflows for production. Students learn how to create ultra-realistic, lifelike three-dimensional (3D) models with a high level of detail utilizing industry-standard software applications. Demonstrations, exercises, and in-depth assignments help students develop sculpting, sculpting physics, composition, anatomy, and texture-painting skills.
This is a Regional Virtual Production Academy (RVPA) course that is not offered at SRJC but is available through one or more of the other five participating colleges of the RVPA collaborative program. Learn more about the RVPA at https://cs.santarosa.edu/vp
(Grade Only)
Prerequisites:
Recommended:
Limits on Enrollment:
Transfer Credit:CSU;
Repeatability:00 - Two Repeats if Grade was D, F, NC, or NP
ARTICULATION, MAJOR, and CERTIFICATION INFORMATION
Associate Degree: | Effective: | | Inactive: | |
Area: | | |
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CSU GE: | Transfer Area | | Effective: | Inactive: |
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IGETC: | Transfer Area | | Effective: | Inactive: |
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CSU Transfer: | Transferable | Effective: | Fall 2024 | Inactive: | |
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UC Transfer: | | Effective: | | Inactive: | |
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C-ID: |
Certificate/Major Applicable:
Both Certificate and Major Applicable
COURSE CONTENT
Student Learning Outcomes:
At the conclusion of this course, the student should be able to:
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1. Employ a range of modeling and sculpting techniques to create detailed 3D objects.
2. Identify and utilize various workflows efficiently to achieve the desired goal.
Objectives:
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At the conclusion of this course, the student should be able to:
1. Apply principles of art and design, which include critical thinking, research, idea generation, and iteration.
2. Demonstrate comprehension of professional terminology related to digital sculpture and 3D modeling.
Topics and Scope
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I. Concept Art
II. Descriptive Data Sheet
III. Reference Photos
A. Anatomy
B. Textures
C. Skin
D. Surfaces
E. Lighting
F. Clothing
G. Accessories
IV. Scale References
V. Maya
A. Basic tools and interface
B. Low-poly modeling
C. Silhouetting
D. Layout
E. Anatomy
1. muscle structure
2. construction history
VI. Mudbox, Zbrush, and Maya
A. Digital sculpting
1. hard surface
2. organic
B. Low- to high-resolution workflow
C. Normal maps and displacement maps
D. UVW mapping
E. Detail passes (smaller details)
F. Object history
VII. Texturing
A. Creating tiling textures
B. Creating unique textures
C. Creating roughness, metallic, emissive, ambient occlusion, subsurface scattering, detail maps
VIII. Painting in Substance Painter
IX. Exporting Textures
X. Physical Based Rendering (PBR) Materials
XI. Sub-Surface Scattering for Characters and Translucent Materials
XII. Embedded Channel Textures
XIII. Stylized Shaders
XIV. Texture History
XV. Lighting
A. Render options
B. Light types
C. High Dynamic Range (HDR) lighting
D. Physical sky
E. Optimizations
XVI. Final Renders
XVII. Practice
A. Zbrush interface and gathering reference
B. Brushes and importing reference
C. Transpose, symmetry, and subtool eyes
D. Base mesh approaches
E. Dynamesh basics, Booleans, and groups
F. Masks, polygroups, and selections
G. Hard surface elements
H. Cloth approaches
XVIII. Alphas and Detailing
Assignments:
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A. Reading Assignments
1. Along with specific project sections, assigned reading will be made available to students.
B. Projects, Activities, and other Assignments
1. Midterm - Game Asset: Students will create a high-quality video game asset based on a real-world object using techniques taught in class.
2. Final Assignment - 3D Character: Students will create a high-quality video game or animation-ready character.
3. Research - Students research concept art and gather image references for modeling.
C. Writing Assignments
1. Written and oral presentation of midterm and final project and peer critiques of presentations through collaborative dialogue.
D. Final exam
Methods of Evaluation/Basis of Grade.
Writing: Assessment tools that demonstrate writing skill and/or require students to select, organize and explain ideas in writing. | Writing 5 - 15% |
Written and oral presentation of midterm and final project and peer critiques | |
Problem solving: Assessment tools, other than exams, that demonstrate competence in computational or non-computational problem solving skills. | Problem Solving 35 - 60% |
Research - Students research concept art and gather image references for modeling | |
Skill Demonstrations: All skill-based and physical demonstrations used for assessment purposes including skill performance exams. | Skill Demonstrations 10 - 25% |
Midterm - Game Asset; Final Assignment - 3D Character | |
Exams: All forms of formal testing, other than skill performance exams. | Exams 5 - 30% |
Final exam | |
Other: Includes any assessment tools that do not logically fit into the above categories. | Other Category 0 - 5% |
Participation | |
Representative Textbooks and Materials:
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3D Technology in Fine Art and Craft: Exploring 3D Printing, Scanning, Sculpting and Milling. Mongeon, Bridgett. Routledge. 2015 (classic)
Instructor prepared materials
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