CSS
105 – Project #2
Modeling Techniques
Assigning Date: April 10, 2007
Project Due Time: 11:00AM
April 24, 2007
1. Project e-submission
2. Hardcopy Report
** Remember**: No late
assignments will be accepted!
Purpose:
In this
project we will practice the geometric modeling primitives/techniques we have
studied in lectures. The main goal of this project is to help us relate these
techniques to real-world objects we
encounter daily, or how we can use these techniques in creating objects to
communicate abstract ideas. We want to have some appreciations for the
different kinds of modeling primitives (mainly NURBS and some Polygonal
Objects. Sub-Div surfaces are optional), and the different kinds of techniques
involved with creating and editing primitives.
In project-1,
we have broadly but shallowly experienced
with the general functionality of Maya. You should start thinking about the
story you want to tell in your final project, think about what kinds of
objects/characters would be involved. You want to use this (and next two)
project(s) to practice building the kinds of objects/characters you will use in
your final project.
Be careful though: start out simple! You want to build simple objects that qualify the
following specified technical requirements before you start refining your
objects. As we will learn (either now, or the hard way later) that: creating a
rough, draft looking object is relatively simple. However, creating a highly
realistic object is very difficult!
Our goal is understand the process of creating objects that convey ideas, and not necessarily knowing how to create realistic looking objects. Realism is very difficult and requires huge amount
of work and artistic touch, which are not the goals of this course. Have I said
very difficult enough times to get
your attention?
Tutorials:
Before you
begin working on this project, you should read
through the followings. In lectures, we have briefly learned the techniques.
The goals of the following tutorials are for us to practice the how-to (e.g. how to use revolving tools
in Maya). Due to the complexity of the Maya system, the tutorial can get
tedious at times. We want to approach the tutorials with the understanding
that, “we understand the concepts behind
the techniques; we want to learn sufficient such that we can achieve our goal”.
In this case, our goals are to accomplish the specified project to demonstrate
our understanding of the subject, so we want to approach the tutorials using
the criteria: “have I learned enough to
work on my project”?
Once
again, remember, we are not here to learn how to create nice looking objects,
rather, we are here to learn the process of creation. Follow through these
tutorials remembering that you are learning how to use the tools and not how to create the exact same objects
as in the tutorials.
Here is
one approach you may consider:
With this
approach, you can practice using the software, re-affirm concepts discussed in
the lectures, and complete the project all at the same time! J
Statement of Work:
Create a
new project, name it: Project2_YourName
(where YourName is your name).
In order
to demonstrate we understand the different surface/object creation techniques
and how to edit them after the creation, we will create one scene with one or
more objects in the scene. You are free to design/create any object(s) you
fancy. However, here are the technical requirements that your object(s) must
meet:
You can create a bunch of meaningless shapes that satisfy
the above requirements, unless you can describe or demonstrate what you are
trying to achieve, you will not receive full credits!
Project Submission:
E-submission:
Copy your
entire project folder structure over to \\Hermes\Classes\CSS105\Project2. By
default your root project folder will be created in
MyDocuments\maya\projects\Project2_YourName. Under this root project folder,
you can find many sub-folders (e.g. clip, data, fur, etc.). Your scene files
should be located in the scenes folder.
Hardcopy report: Submit a report describing what you
are trying to model in your project. If you are trying to model some real
object, please describe what it is, and/or include reference pictures showing
what these objects are. If you wish to create some abstract artistic creation,
please include a paragraph detailing what you are trying to achieve with your
creation and why you believe you are achieving your goals. Also included in the
report must be screen shots describing how your objects are constructed and
transformed. For each object/component, you should describe with illustration
and text highlighting the profile and construction procedure. Here is an example report showing how my revolved/loft objects
satisfy some of the technical requirements.
Credit Distribution:
Revolve
NURBS Geometry: resemblance to some
real object Appearance:
color, shading, size, orientation |
10% 10% |
20% |
Loft
NURBS Geometry: resemblance to some real object Appearance: color, shading,
size, orientation |
10% 10% |
20% |
Extrude
NURBS Geometry: resemblance to some
real object Appearance: color, shading,
size, orientation |
5% 10% |
15% |
Planar NURBS Geometry: resemblance to some
real object Appearance: color, shading,
size, orientation |
5% |
10% |
Alternative: Model an object based on:
Polygonal/SubDiv Geometry: resemblance to some
real object Appearance: color, shading,
size, orientation |
25% 10% |
35% |
Hardcopy
Report |
|
30% |
Proper
Submission Proper project name with recognizable
names of group members Maya project folder structure
is correct (with _all_ sub-folders) |
|
5% |
This
project contributes 15% towards your final grade for this course. Be warned, this
project is at least three times as difficult as the first one. Please do start
early and please do let me know how I can help!