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Computer Graphic Course

There are many ways in which to model a human head in 3D. In this tutorial, we'll look at polygon modelling with subdivision smoothing for mesh refinement. This approach enables you to create the topology of the face mesh in a very direct and hands-on manner. Correct topology (the way a surface is structured) is the single most important aspect of head modelling and Polygon modelling enables you to work in easy and simple way. We'll be creating special topological structures, known as ‘edge loops', which outline areas of the face and mimic the rings of muscle under the skin. Without proper loops, a head will be difficult to animate. We’ll also be making sure all the polygons have four vertices (called quads). A mesh of all quads is less likely to pinch when smoothed and animated. Although this tutorial uses Maya, the principles employed are applicable whatever app you use. This course introduces students to all the basic features of Maya: modeling, texture, lighting, rendering, animation and popular workflow. Concepts of 3d workflow is quickly explained and then demonstrated using Maya. The final intention is to leave the student with a general foundation of all aspects of production in Autodesk Maya as well as deeper coverage of the most important needs of Computer Graphic production workflow: Modeling, texturing, lighting, rendering, and integration. Weekly exercises emphasizing design and production technique will force the student to discover the software. This class is not about learning software. Anyone can do that at home with a book and some patience. This class is about exploring creativity using an extremely creative and technical tool using left brain tinkering and right brain thinking. The more of yourself you put into it, the more questions you can raise and the more you will learn.