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3. Module 2 & 4
DIGITAL MODELING &
TEXTURING 3D MODELS
WITH MAYA
4. Assignment 1 :
Model & Texture a Gun as per below reference
Courtesy: Dave Parker - Hard Surface Artist
Modelling 1. Overall volume and proportions should be correct. 2. Edge roundness should be accurate.
Texturing 1. Match the colour as in the reference. 2. Add the details in the texture. 3. Create the bump and
specular maps.
HINT:
5. Assignment 2 : Create a 3D Model & Texture of the below
reference
Modelling 1. Overall volume and proportions should be correct. 2. Edge roundness should be accurate.
Texturing 1. Match the colour as in the reference. 2. Add the details in the texture. 3. Create the bump and
specular maps.
Courtesy: Dave Parker - Hard Surface Artist
HINT:
6. Assignment 3 : Model & Texture an Old House as per below
reference
Assessment Criteria:
1. Overall colour Match - 20 Marks
2. Shading Match - 40 Marks
3. Texture Details - 40 Marks
Final Output:
1. Focus Occlusion render images
1024 ˣ 768.
2. Perspective angles at human
eye height from all 4 sides.
Courtesy : Michaela Knights - Junior Games Artist
Modelling 1. Overall volume and proportions should be correct. 2. Edge roundness should be accurate.
Texturing 1. Match the colour as in the reference. 2. Add the details in the texture. 3. Create the bump and
specular maps.
HINT:
7. Assignment 4 :
Choose any one of the below three options, Create a 3D Character
Model & Texture of the below reference
Option - 3Option - 1 Option - 2
8. Courtesy: Joshua Van Rose
Option 1 : Create a 3D Character Model & Texture of the below
reference
1. Overall shape and volume - 25 Marks
2. Detrailling/Mesh Flow - 25 Marks
3. Match the colour as in the reference - 25 Marks
4. Add the details in the texture - 25 Marks
Assessment Criteria:
9. Courtesy: Ray Gwang Shi - 3D artist @ Starbreeze Studios
Option 2 : Create a 3D Character Model & Texture of the below
reference
1. Overall shape and volume - 25 Marks
2. Detrailling/Mesh Flow - 25 Marks
3. Match the colour as in the reference - 25 Marks
4. Add the details in the texture - 25 Marks
Assessment Criteria:
10. Courtesy: Frank Tzeng - Lead Character artist at Naughty Dog
Option 3 : Create a 3D Character Model & Texture of the below
reference
1. Overall shape and volume - 25 Marks
2. Detrailling/Mesh Flow - 25 Marks
3. Match the colour as in the reference - 25 Marks
4. Add the details in the texture - 25 Marks
Assessment Criteria:
12. Assignment 1 : Create a 3D Organic Character Model of your
favorite Superhero / Comic / Movie Character in Zbrush
Courtesy: Melan Barba - 3D Character Artis
14. Assignment 1 : Model, Texture & Light an Interior Room
as per Below Reference
Courtesy : Cliff Schonewill - Senior Environment Artist - Santa Monica Studio
15. Assignment 1 : Model, Texture & Light an Interior Room
as per Below Reference
Courtesy : Cliff Schonewill - Senior Environment Artist - Santa Monica Studio
16. Assignment 1 : Model, Texture & Light an Interior Background
as per Below Reference
HINT:
1. Do the lighting on interior background.
2. Use raytrace shadow.
3. Make a plan of the light sources.
4. Use specific lights to define Key, Fill, Rim, Bounce etc.
5. Differentiate the 3D background into foreground and mid ground areas.
6. The rendering should be broken into lighting passes.
7. Pre Compositing is to be done in Photoshop.
Assessment Criteria:
1. Day light mood - 20 Marks
2. Light setup
(Proper usage of Key, Fill and Back light) - 20 Marks
3. Use of shadows to define volume - 20 Mark
4. Use high res and low rez textures based on the
camera angle - 20 Marks
5. Mental ray shaders – 20 Marks
Final Output:
1. The output should in .targa format
2. The Render image resolution should be HD Quality
1920/1080
Courtesy : Cliff Schonewill
17. Courtesy : Richard Court - Environment Artist - Studio Gobo
Assignment 2 : Model, Texture & Light an Exterior Background day lighting
reference below (with render passes)
18. Assignment 2 : Model, Texture & Light an Exterior Background with
Day lighting reference below (with render passes)
Final Output:
1. First plan the render passes. It is more important in
defining the lighting.
2. The Render image resolution should be HD 1920/1080
Assessment Criteria:
1. Day light mood - 20 Marks
2. Light setup
(Proper usage of Key, Fill and Back light) - 20 Marks
3. Use of shadows to define volume - 20 Marks
4. Use of proper and necessary render passes - 20 Marks
5. Pre Compositing - 20 Marks
HINT:
1. Do the lighting on interior background.
2. Plan the light setup , avoid unnecessary clutter of lights.
3. While rendering passes keep the light colour as white.
4. Decay rate helps in defining of bigger scene with multiple lights, though it increases some render time
5. Follow three point light setup for the character.
Courtesy : Courtesy : Richard Court
20. Courtesy : https://www.plstudios.com/
Assignment 1 : As per reference below, Model & Rig the mechanical asset
to develop a complete rig setup to be used for the Animation
Google drive link: Video tutorial & Project files
https://drive.google.com/open?id=1jUaL-3L8SlQY4qX6y0pdruDnQBFktp53
21. Courtesy : https://www.plstudios.com/
Assignment 1 : As per reference below, Model & Rig the mechanical asset
to develop a complete rig setup to be used for the Animation
Final Output:
1. Working final Maya file.
2. The Render Output resolution should be 1280/720 px
Mp4 Video (H264)
Assessment Criteria:
1. Mesh Preparation - 25 Marks
2. Connection or joint setup - 25 Marks
3. Controller Setup 25 Marks
4. Overall Rig Functionality - 25 Marks
HINT:
1. Check the mesh before starting the actual rigging process.
2. The connection between multiple objects as per the
requirements.
3. Develop controller setup and custom attributes.
4. Finalize the rig setup with all controllers and check thoroughly.
22. Assignment 2 : Create a Rig of your already Modeled character to
develop a complete rig setup which can be used for the Animation
Courtesy: Ray Gwang Shi Courtesy: Frank TzengCourtesy: Joshua Van Rose
23. Assignment 2 : Create a Rig of your already Modeled character to
develop a complete rig setup which can be used for the Animation
Final Output:
1. Working final Maya file.
2. Screen capture of different rig functionality (1280/720 px MP4 Video) .
HINT:
1. Check the mesh before starting the actual rigging process.
2. The connection between multiple objects as per the requirements.
3. Develop controller setup and custom attributes.
4. Finalize the rig setup with all controllers and check thoroughly.
Assessment Criteria:
1. Mesh Preparation - 25 Marks
2. Connection or joint setup - 25 Marks
3. Controller Setup - 25 Marks
4. Overall Rig Functionality - 25 Marks
25. Assignment 1 : Bouncing Ball (Working with Graph Editor) . See the
below image as per the give key frames to animate the ball.
Final Output: 1. Video resolution 1280/720 pixels. 2. Final format should be MP4 video (H264)
HINT:
1. Create first path of bouncing ball
2. Add the slow in slow out
Assessment Criteria:
1. Slow in slow out - 25 Marks
2. Weight - 25 Marks
3. Timing & Spacing - 25 Marks
4. Overall animation - 25 Marks
26. Assignment 2 : Sack Jump - See the below poses and create
the animation
Courtesy : https://delviewmedia.weebly.com/animation-3d.html
Final Output: 1. Video resolution 1280/720 pixels. 2. Final format should be MP4 (H264)
HINT:
1. Create first camera angle then
create the pose.
2. Use weight balance.
3. Require the line of action
Assessment Criteria:
1. Line of action - 25 Marks
2. Weight - 25 Marks
3. Timing & Spacing - 25 Marks
4. Body mechanics - 25 Marks
27. Assignment 3 : Character Jump - See the below poses and
create the animation
Courtesy : https:https://courses.cs.washington.edu/courses/cse490j/18su/assignments/assignment_7/
Final Output: 1. Video resolution 1280/720 pixels. 2. Final format should be *.MP4 (H264)
HINT: 1. Create first camera angle then create the pose. 2.. Use weight balance. 3. Require the line of action
Assessment Criteria: 1. Line of action - 25 Marks 2. Weight - 25 Marks 3. Timing & Spacing - 25
Marks 4. Body mechanics - 25 Marks
28. Assignment 4 : Refer to RotoAnimation step 1 to 13 video tutorials and
using the source files (Footage & Maya files), Create Roto Animation
31. Assignment 1 : Create a Camp Fire Simulation with Maya Particle
System as per below reference
Courtesy: https://www.turbosquid.com/3d-
models/max-flames/696848
Final Output:
1. Video resolution 1280/720 pixels.
2. Final format should be *.MP4 (H264)
3. Frame rate should be set to 25 fps.
HINT:
1. Set up the particle emission.
2. Control the dynamics properties of particles.
3. Define the physical properties of particles
Assessment Criteria:
1. Project Management - 25 Marks
2. Simulation Accuracy - 50 Marks
3. Render quality - 25 Marks
32. Courtesy: https://www.chefs-garden.com/blog/may-2017/why-are-bees-important
Assignment 2 : Create a Honey Bees Simulation with Maya Particle
System and shape instancing as per below reference
Final Output:
1. Video resolution 1280/720 pixels. 2. Final format should be *.MP4 (H264) 3. Frame rate should be set to
25 fps. 4. Duration 10 sec
Assessment Criteria:
1. Project Management - 25 Marks
2. Simulation Accuracy - 50 Marks
3. Render quality - 25 Marks
HINT:
1. Set up the particle emission. 2. Create animated bees 3. Control the dynamics properties of
particles. 4. Define the physical properties of particles 5. Apply shape instance
33. Courtesy: https://www.youtube.com/watch?v=RoIyRoANAy4
Assignment 3 : Create a Tower Collapse Simulation with Maya
Rigid Body Dynamics as per below reference
Final Output:
1. Video resolution 1280/720 pixels.
2. Final format should be *.MP4 (H264)
3. Frame rate should be set to 25 fps.
4. Duration 10 sec
Assessment Criteria:
1. Project Management - 25 Marks
2. Simulation Accuracy - 50 Marks
3. Render quality - 25 Marks
HINT:
1. Set up the rigid body mesh
2. Define active and passive rigid bodies
3. Add fields to the scene
4. Rendering the simulation
41. 3D Design Portfolio with
Specialization (Choose 1 elective)
Students will do advance level assignments as per
their chosen specialization from below options.
1. 3D Asset Artist (Modeling, Texturing, Lighting)
2. Lighting & Rendering
3. Rigging & Animation
4. 3D FX, Dynamics & Simulation