DDA Syllabus
Catalog Code DDA 515
Course Title 3D Character Design
Course Credits 3
Year & Term 2011 Spring
Section 1
Location & Time 4W-9, Mon 9:30 - 12:20 pm
Instructor Claudia Herbst-Tait
Required? Elective
Prerequisites DDA 300 or CG614. Basic knowledge of Maya modeling
Department Department of Digital Arts
Chairperson Peter Patchen
School School of Art and Design
Instructor's eMail cherbst@pratt.edu
Web Site claudiaherbst.org
Instructor's Office Phone 718-636-3490
Instructor's Alternative Phone tba
Best times to call Mon & Wed, lunch
Office Hours Mon & Wed, lunch
Office Location 4W-16
Syllabus Version Date January 6, 2011
Bulletin Description of Course This class addresses the movement of the animated character with a focus of historical study of character design, and the techniques for building an effective 3D character model.
Detailed Description

In this course, students learn an art-centric approach to character design. This means that while 3D characters should be constructed so that they can be animated, designs are also required to constitute art objects in their own right. Thus, the final format in which a character will be shown counts as an integral part of a project.

For the development of their designs, students are expected to conduct a significant amount of research and to share their findings with their peers in presentations. Each proposed design will be reviewed by the class as a whole and requires approval from the instructor. Students should note that only original designs will be approved; robots, monsters and the type of characters all too well familiar from feature film productions of major animation houses are not acceptable. In other words, students should not simply create the types of characters they promoted in the mainstream media. In this course, creative thinking and the ability to develop a unique aesthetic count as much a technical competence.

Students are expected to visit museums, libraries, or other sites for inspiration when developing their designs. The quality of research is invariably reflected in a projects' substance and quality; relying on Google for research will not suffice. Students are also encouraged to think creatively about animation and the role motion plays in time-based media.

Final projects may be displayed in a variety of formats including prints, as projections, or 3D prints.
Students are also encouraged to explore interdisciplinary approaches.


Course Goals While students will learn a variety of advanced 3D modeling techniques and construct models that are animateable, the main goal of this course is to enable students to create original designs that lend themselves to animation and represent art objects in their own right.


Projects, Papers, & Assignments

Students will complete three projects in this course:

A cartoonish bi-ped; this project includes a field trip to the Metropolitan Museum of art. This character may consist of 2D or 3D shapes and involve simple UV/texture mapping.

A 3D self-portrait (bust) based on photographic reference imagesstudents will take themselves. Students will create a wire frame render and a textured version of this model.

A bi-ped of advanced complexity (i.e., can include clothing or muscles structures). Students create a plasticine model of their design.

Course Schedule
WEEK 1

Syllabus Overview

A Few Ideas & References for Project #1...


Make sure to do some research... what has been done?

Nathan Jurevicius


Sharon Bone

Rod Seffen

Debbie Han

Claudia Hart

Claudia Herbst-Tait 1, 2, 3, 4, 5

Jose Carlos Casado (btw, arguably related, also see this film)

Mary Visser

Dan Collins

Barry X Ball (and releated... click here)

Magdalena Abakanowicz and more

Robert Lazzarini

Beverley Hood

Marc Quinn
(more)

Ron Mueck

Jake and Dinos Chapman (more)

Patricia Pinccinini

Roxanne Swentzell

Matthew Barney

The Digital Stone Project



Unusual places to get ideas are everywhere...

Stuffed Magazine




Consider 2D a possibility for cool designs in 3D... Image & movie by Laura Zajac (2007)






And this little guy hangs out at the Metropolitan Museum of Art. He's cute and (I think) genuinely scary!




Stuff to keep in mind....

Overview: modeling a simple, creative and original bi-ped character


For next week: Go on a field trip to the Metropolitan Museum of Art (or another museum of your choice...) and get inspired... come up with ideas for a simple/cartoonish characterand bring drawings, front and side views. Make sure that...

-- designs follow the guidelines discussed in class, this includes originality, complexity of the design, surface treatment/color and size

-- front and side drawings line up as discussed in class

-- designs have to be scanned and saved as .jpgs so that we can critique them using the projector. (Drawings and concept art are part of your grade.)



NOTE: Switch Maya units to inches, change grid line spacing. Character should be between 5 and 10 inches in Maya space (we will put them all into the same scene file when they're done).


WEEK 2

Review & critique of ideas

Modeling a simple bi-ped character


WEEK 3 Review of bi-ped character in progress

Modeling continues...



WEEK 4 Taking reference images for Project # 2

Basic UV Texturing overview



WEEK 5

Review of finalized bi-ped character models... all modeling should be done.

FYI, here's a UV mapping tool from Headus

For next week, finalize bi-ped characters, including texturing and rendering:

Render your character and consider the composition within the frame and background color. You may render multiple views and create a composite image. Think about the format and size of the image (poster?). The idea is to show off your model as well as your design skills. Be creative.

Hand in one final image, 300 dpi or higher. Use ."tif" format. Do not include an alpha channel.

Further hand in:

Your project folder, containing only your "scene" and "sourceimages" folders.

The scene folder should only contain your final scene file.

The sourceimages folder should only contain your final UV map/textures your file references.

The project folder and all files should follow this naming convention:

Firstname_Lastname.ext

Please note that finalizing your character and rendering will take time; make sure to allow enough time for experimentation... Work handed in late drops a letter grade.


WEEK 6

Final bi-peds are due at the beginning of class

Begin project # 2: Using their reference images, students will begin to model their own head -- we will begin with the eyes, nose and mouth...


DDA515 spring 2010


WEEK 7

Portraiture, cont.: Filling in the face, skull and neck

Contour rendering the head using Mental Ray

Finalize & render head model


Free Facial Animation Tool


WEEK 8

Midterm: Students will be advised of their grades in writing

Using Maya's Turntable function

Modeling a simple ear

Techniques for hair: geometry, transparencies and Paint Effects

Review of wireframe renders of "Self-Portrait" projects: critique


WEEK 9

Finalize self-portrait renders...

Modeling clothes...

Some anatomy references: Sternocleidomastoid muscle, Pectoralis major, Deltoid

More muscles (looking at the back): Trapezius, Latissimus Dorsi


WEEK 10

Review of progress

Using the Animated Sweep tool for modeling...

Modeling a four legged creature

Students continue their self-directed projects


WEEK 11

Review of progress

Borrowing UVs from NURBS models...


A couple of summaries in preparation for Mudbox
Bump Mapping
Displacement Mapping
Normal Mapping


Students continue their self-directed projects


WEEK 12

Review of progress

Intro to Mudbox... using sculpt tools and sculpt layers


WEEK 13

Review of progress

Mudbox: using Paint Layers



WEEK 14

Review of progress on self-directed projects

Mudbox: Extracting files, creating facial expressions, sending files/Blendshapes to Maya
(extracting displacement maps)

What's due at the beginning of class next week (work handed in late drops one letter grade...)


WEEK 15


Finals: all materials are due... Students Present & Critique


Textbooks, Readings, & Materials

Recommended Reading:

Digital Character Development: Theory and Practice, by Rob O'Neill, Morgan Kaufmann Publishers, 2008.

Stop Staring: Facial Modeling and Animation Done Right, by Jason Osipa, Sybex, 2007.


"The Naked Face," by Malcom Gladwell (this article appeared in the New Yorker, August 5th, 2002, pg. 38).


Also, check out http://www.posemaniacs.com/


Assessment & Grading

Attendance is mandatory: three classes missed will result in a failure; two latenesses of 15 minutes or more are equal to one absence. Evaluation is based on quality of work, positive contribution to discussion and critique, and effort.

The quality of a project is based on its originality, creativity and technical competence. Projects are not required to be technically complex in order to be considered successful. Rather, the criteria are, is a project based on an interesting concept and is this concept realized in a way that is visually appealing?

The quality of drawings and presentation materials also factor into the final grade.


Course Policies It is essential that you back up all materials frequently. The loss of essential material is not an excuse for not meeting deadlines or presenting work.


Institute Policies

ACADEMIC INTEGRITY


Pratt Institute considers Academic Integrity highly important. Instances of cheating, plagiarism, and wrongful use of intellectual property will not be tolerated.

  • Faculty members will report each incident to the registrar for inclusion in studentsí files.
  • More than one report to the registrar during a studentís program of study at Pratt will result in a hearing before the Academic Integrity Board, at which time appropriate sanctions will be decided. These may include dismissal from the Institute.
  • The nature and severity of the infraction will be determined by faculty members who can: ask students to repeat an assignment, fail students on the assignment, fail students in the course and/or refer the incident to the Academic Integrity Board.

For more details about these procedures please see the Pratt Student Handbook, the Pratt Bulletins, and the pamphlet entitled Judicial Procedures at Pratt.

CHEATING

If students use dishonest methods to fulfill course requirements, they are cheating. Examples of this include, but are not limited to:

  • Obtaining or offering copies of exams or information about the content of exams in advance.
  • Bringing notes in any form to a closed book exam.
  • Looking at another studentís paper during an exam.
  • Receiving or communicating any information from or to another student during an exam.

PLAGIARISM

Plagiarism is a bit more complicated, but the rules of documentation and citation are very specific and are tailored to different academic disciplines. Types of plagiarism include:

  • Including any material from any source other than you in a paper or project without proper attribution. This includes material from the Internet, books, papers, or projects by other students, and from any other source.
  • Using your own work to fulfill requirements for more than one course
  • The extensive use of the ideas of others in your work without proper attribution.
  • Turning in work done by another person or a fellow student as oneís own.

Please remember that all work must be the studentís own. If it is not, the source should be cited and documented appropriately.

If there are aspects of this statement that are not understood, ask faculty members for help.