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Course: |
CAD 220
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Title: | ADV 3DS Max Character Modeling |
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Long Title: | Advanced 3DS MAX Character Modeling |
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Course Description: | Focuses on advanced 3D geometry and character construction, animation and rendering techniques using Autodesk 3D Max software. Emphasis will include 3D geometry manipulation, character/bone/biped constructions, animation and video post-production of 3D animations. |
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Min Credit: | 3 |
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Max Credit: | |
STANDARD COMPETENCIES:
1. Develop advanced object modeling creation techniques.
2. Demonstrate advanced object model editing methods.
3. Manipulate advanced texturing techniques.
4. Construct bones systems.
5. Create and edit bipeds.
6. Apply skin modifiers.
7. Apply and animate hair, fur, and cloth.
8. Assemble various types of animation controllers and constraints.
9. Create and edit various particle systems.
10. Demonstrate the ability to utilize render effects.
11. Create advanced rendered and animated scenes using post productions.
TOPICAL OUTLINE:
I. Advanced modeling creation
a. Create mesh and poly objects
b. Create compound objects
c. Create NURBS curves and surfaces
d. Create patch grids and patches
II. Advanced model editing
a. Apply Edit Mesh and Edit Poly modifiers
b. Edit mesh normals
c. Modify compound objects
d. Edit NURBS curves and surfaces
e. Edit patch grids and patches
III. Advanced Texturing Techniques
a. Apply materials to objects
b. Create textures
c. Modify textures
IV. Bones systems
a. Create a rigging workflow
b. Build a bones system and set bone parameters
c. Make linked objects into a bones system
d. Create inverse kinematic systems
e. Utilize various inverse kinematic methods
V. Bipeds
a. Create and edit two-footed bipeds
b. Create and edit four-footed bipeds
c. Utilize Crowd and Delegate helper objects
d. Animate a biped using Footstep and Freeform models
VI. Skin
a. Apply skin modifiers and weights to characters
b. Work with skin wrap and skin morph modifiers
c. Utilize pelt mapping
VII. Hair, fur and cloth
a. Enable hair dynamics
b. Grow hair and set hair parameters
c. Create cloth panels using Garment Maker
d. Simulate cloth dynamics
e. Use the cloth modifier
VIII. Animation controllers and constraints
a. Assign various types of animation controllers
b. Set default controllers
c. Apply various types of animation constraints
d. Refine animations using Track View-Curve Editor
e. Utilize various animation modifiers
f. Animate with the Expression controller interface
g. Utilize the Motion Mixer interface
h. Edit animation clips and create transitions
IX. Particle systems
a. Create and edit various particle systems
b. Create and bind various space warp types
c. Simulate physics-based motion with reactor
d. Apply reactor modifiers
e. Apply materials to particles of a system
X. Rendering
a. Apply and edit render effects
b. Utilize automatic, linear, and logarithmic exposure controls
c. Develop raytrace materials, maps, and methods
d. Utilize mental ray rendering
e. Apply radiosity to rendered scenes
XI. Video post-production
a. Make use of the Max Video Post interface
b. Apply post-production effects
c. Add and edit events
d. Utilize lens effects filters
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Front Range Community College |
FRCC |
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Pueblo Community College |
PCC |
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Pikes Peak State College |
PPCC |
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