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Project requirements Summer 2015 Intro to 3D Animation (Please use this address for me.)

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Presentation on theme: "Project requirements Summer 2015 Intro to 3D Animation (Please use this address for me.)"— Presentation transcript:

1 Project requirements Summer 2015 Intro to 3D Animation buzzking@rocketship.com (Please use this email address for me.)

2 Important Note  Because of the very compressed nature of our semester, if you want, you can simply hand in still renders of your scene, instead of animating it  You must render your scene from at least 6 different perspectives  The maximum grade you will receive will be a B  You will not need a soundtrack

3 Architectural modeling  Please do either an outdoor architectural model or an indoor architectural model  Your scene must be fleshed out  if you do an outside model, we need the grounds around the main models, or perhaps a perimeter wall, as well as a sun and horizon.  If you do an inside model, we need walls, a ceiling, and windows (preferably with light coming in or something else interesting happening outside).

4 Specific requirements  Most of your modeling should be polygon modeling  All models must be of appropriate proportions, with appropriately scaled textures, for both colors and bump maps  All objects much have appropriate materials on them  Do not apply textures directly to models  Most materials should have bump maps  Some will use the same tiling as the material color  Others will use a different tiling or will have no tiling  Make sure your scene uses a variety of materials and not just one or two

5 Textures  It is critical that you find appropriate textures for your materials  They must tile seamlessly  They must not have obvious patterns that repeat with tiling, and make the material look unnatural  They need to be of at least 1024 by 1024 resolution  The tiling of textures of materials must be correct with respect to the real world size and scaling of your models

6 Texture and material applications  Materials and textures must look as photorealistic as possible  Iterate with your lights, cameras, rendering settings, and materials to get the best look you can  Make sure that other attributes of your materials, such as transparency and gloss look right, given the scene and materials  Don’t use any watermarked textures

7 Other required components  Glass – at least one use of it  At least one significant use of a layered texture, created in Photoshop or similar bit mapped image application  A sound track – either music or one that you create  Animation – can be  Moving camera, keyframing, a motion path, a blend shape, or hard body dynamics  Secondary movement, like a rotating fan or a flapping flag is suggested

8 Required components, continued  Add detail to your models so that they do not look simplistic or minimal  Use at least one field that causes motion, like air, gravity, or turbulence  There must be at least one polygon model with significant smoothing, with the Smooth tool, beveling, or by manually increasing the edge count  All models contain have logical Outliner hierarchies

9 Rendering stats  No lower resolution below 1280 by 960  Use full anti-aliasing  The video must be at least 1 minute long  You will need to hand in your project folder and your video, but you should remove your individual frames from your images folder  All of your textures must work when I open your project  Render at least 24 frames per second  All models must be clearly visible (no dark scenes) and also not washed out by lights

10 Do nots…  Do not render from the default camera  Do not use the default light in your renderings  Do not import any models or components of models from anywhere. The only exception is that you can import wireframes that you personally made in some other app  And keep in mind that I have seen much of what is out there on the Web…  Do not use any canned material from the visor except as secondary modeling to flesh out your scene (like grass)


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