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Autumn 2003 |
Assigned: |
Tuesday, Oct. 21, 2003 |
Reference Objects Due: |
Thurday, Oct. 23, 2003 |
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Tuesday, Oct 28, 2003 |
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· This assignment introduces you to the process of creating a model using Maya. This assignment you will work in a group of four or five. Groups are as follows: Project 3 Groups, but will change after every project. The work you do individually or as a group will vary for each assignment. For this assignment, the purpose of the group will be to create models which will populate a particular room in a house. Each group member will create and hand in their own models.
Modeling
What to Do
For this part of the assignment each person in your group will choose two
objects which might be found in a specific room in a house, but it doesn't
have to be a room in a house. It can be anywhere. For example,
last year's class recreated objects from an Egyptian tomb. Meet with
your group as soon as possible to brainstorm ideas for this project. Make a
list of related objects and choose a grouping that seems fun and challenging
to each of you. Try to imagine a group of objects that tell a story, or will
at least make a compelling scene, when placed together. In future projects you
will be working with your room and the objects that you create, so the more
interesting you make them now, the more fun future projects will be.
Each member of the group will be responsible for two of the models through all
phases of modeling. The first model can be something simple, like
a glass, or lamp or chair. The second, however, should be considerably
more involved, e.g. flowers, food, fountains, clothing, etc. Look for
objects in your dorm room or apartment and the homes of your parents, friends,
or anyone else who lets you borrow stuff . Each person must bring
the actual objects for which you will be modelling on Tuesday, Oct
21. Photographs are not acceptable, regardless of how many photographs
of different angles you bring. As a group, you should arrange a meeting time
with the TA assigned to your team to discuss your plans.
What we're looking for
The important thing to remember when working on your model is that we will be much more concerned with quality than complexity. Here are some tips to remember when designing your models:
· Too much detail is as bad as too little -- remember that more detail can be added later with texture mapping.
· Try not to use too much geometry (or too many CV's ).
· The model should have no cracks or seams.
· Your models should not be too regular (noise and asymmetry are good).
· One-sided surfaces (with outward-facing normals) render much faster.
· The group's related models should be properly scaled to each other.
· Be creative! Don't just make plates and chairs.
Technical Requirements
Your scene should be uncluttered and easy to read:
· Delete any extra cameras and lights
· Delete any unnecessary geometry such as construction curves or histories.
· Group the entire object under a single node.
· Name your object something sensible, and also name any major components. (For example, the front wheel of a bike should be called "frontwheel", not "torus#31".).
Turn in
Projects will be critiqued in the lab on Oct. 17th. Turn- in instructions will be given out during class.
Tips
Be sure to start early
so you can bring your questions and problems to the help sessions.
Name your components as soon as you create them. It'll be much easier than
changing them all later. Name your objects something simple. The idea is that
the names should be easy to type. When you have a complex model and need to
pick one little part, it is MUCH easier to pick it by name than with the mouse
Take the time to learn keyboard shortcuts (especially for transforming the
camera), the marking menus, and how to customize your workspace.