1. modelling and uv mapping I-II

2×24×120 minute-long lessons.

Original price: £ 2160×2

 

Special Lockdown PriceS

 

INDIVIDUALS: 10% OFF

(paid in 12 installments)

£ 324×12

duos: 50% OFF

(paid in 12 installments)

£ 180×12 /student

trios: 66% OFF

(paid in 12 installments)

£ 120×12 /student

What is this module about?

In this lengthy module you will learn low- and high-poly modelling, basic NURBS modelling, and hard surface modelling. We will also venture into organic modelling territory, covering silhouette- and box-based character modelling in low- and high-poly counts, anatomically accurate and animation-friendly topology, sculpting in Maya, retopo, and UV mapping.

What are the requirements for this module?

3D graphics software have high requirements when it comes to hardware. You will need a decent Windows 10 Pro-based PC with a strong video card, or a Mac with a strong AMD card, at least 16 Mb RAM, a HD or UHD monitor, and a precise 3-button mouse.

Whom is it recommended for?

Every single 3D specialisation is built upon a thorough understanding of how 3D objects are structured. The texture artist needs to understand the UV map, the rigger and the animator need appropriate topology; the list goes on.

This 2-part module serves as an entryway into 3D graphics—one of the most prolific industries of our time. Whether you want to work in feature production, video game development, or just want to level up your skillset as a graphic designer, this is a good way to start.

Software we use

thematics

The Interface

The menus and the Hotbox. Hotkeys and Marking Menus. Navigation.

Basic Transformations

Working with primitives. The Channel Box & the Attribute Editor. Translate, Move, Scale. The Pivot. Snapping. The polygonal components.

Maya Fundamentals

Nodes. The Dependency Graph. Non-linear history.

Tools of Modification

Extrude. Multi-Cut. Append to polygon. Edge loops & Edge rings. Inserting and offsetting edge loops. The Modelling Toolkit. Symmetry.

 

project “vessel”—step one

Choose the concept art for a hard-surface vehicle. Start blocking.

Refinement

The Crease tool. Soft & Hard edges. Smooth Mesh Preview. The Smooth tool. Lattice and the Non-linear deformers.

UV Mapping for Hard-surface Models

The UV editor and the UV Toolkit. Artist-friendly UV mapping.

NURBS basics

EP & CV curves. Surface generation. The NURBS components. Editing curves and surfaces. Trimming. Output to polygon. Modelling a NURBS ashtray.

 

project “vessel”—final step

Creating details. Cleaning up unnecessary topology. Finishing the model.

Kitbashing

Create environmental assets that can be used to build a scene. Plan the project, calculate the time, set milestones and execute.

Rocks and Ruins

Model rocky assets and ruined building parts.

Foliage

Create low-poly plants, trees and foliage, utilising alpha maps.

Paint FX

The Content Browser. Seed. Brush attributes. Convert to polygons.

 

project “scenery”—step one

Create all the objects that you will use to build an environment to host your vessel and the character you’ll create in part II of this module.

Organic Modelling I

Create polygon tool. Make Live. Quad Draw. Basic retopology.

UV Mapping for Organic Models

Advanced techniques of UV mapping.

 

project “trophy”

Pick an animal, gather reference, and build its head, starting with a silhouette. Then create the UV map for it.

project “scenery”—step two

Create UV maps for every object that you have in this project, and build the final scene with regards to your vessel and future character model.

Organic Modelling II

Blocking a humanoid character.

 

project “role model”­—step one

Choose the concept art for your character. Build and sculpt a high-poly model.

Topology I

Creating topology that supports the anatomical shapes of a character.

Detailing in Steps

When and how to smooth the model? Creating details that affect the silhouette.

Sculpting in Maya

Using the Sculpting toolset to create surface detail and enhance shape.

Topology II: Retopo

Creating animation-friendly, low-poly topology on top of the high-poly model, using Quad Draw.

 

project “Role model”—step two

Create a low-poly model by retopologising the high-poly model.

project “Role model”—final step

Do the UV mapping on the retopologised mesh.

project “scenery”—final step

Add your Role Model into your scenery so you can present it in your portfolio.