Portland Community College | Portland, Oregon

Course Number:
MM 253
Course Title:
Intermediate Modeling and Texturing
Credit Hours:
3
Lecture Hours:
30
Lecture/Lab Hours:
0
Lab Hours:
0
Special Fee:
 

Course Description

Continues developing skills to produce 3D models through hands-on exercise and assignments. Explores relevant modeling toolsets, advanced modeling theory, and a variety of modeling approaches and theory. Includes intermediate rendering techniques. Prerequisites: MM 232, and WR 115, RD 115 and MTH 20 or equivalent placement test scores. Audit available.

Intended Outcomes for the course

Upon successful completion students should be able to:

  • Create, render, and present professional quality 3D models.
  • Utilize current modeling methods and tools.
  • Understand the difference between commercial and real-time models.
  • Apply advanced 3D digital modeling theory to multimedia elements.

Course Activities and Design

Materials will be presented via lectures, demonstrations, and assignments. Students will learn and demonstrate their abilities through handson assignments. Professional examples from recently completed work will provide students with exposure to the local professional 3D community.

Outcome Assessment Strategies

Student fulfillment of expected outcomes will be assessed using:
Ø Modeling and texturing assignments;
Ø Professional and peer critique

Course Content (Themes, Concepts, Issues and Skills)

The following technologies, skills, and concepts will be covered and/or demonstrated:
1. POLYGON MODELING
1.1. Theory
1.2. Tools
1.3. Practical Uses
1.4. Finding/Correcting Mesh Problems
1.5. Edge Loop Flow
1.6. Subdividing
2. NURBS MODELING
2.1. Theory
2.2. Tools
2.3. Practical Uses
2.4. Isoparm Flow
2.5. Converting to Polygons
3. SUBDIVISION SURFACE MODELING
3.1. Theory
3.2. Tools
3.3. Practical Uses
3.4. Converting to and from Polygons
4. RIGID BODY MODELING
4.1. Subdividing for rigidity
4.2. Edge spacing
4.3. Preparation texturing for animation
5. ORGANIC MODELING
5.1. Proper edge flow for animation.
5.2. Keeping smooth continuous surfaces.
5.3. Preparation for texturing and animation
6. GENERAL TEXTURING
6.1. Texturing theory.
6.2. Creating shaders and shading networks.
6.3. Using reference photos and hand painted images as textures.
6.4. Building/Applying procedural shading networks
7. UV MAPPING
7.1. Theory.
7.2. Tools and work flow.
7.3. Hand painting textures
7.4. Proper wrapping technique.
8. DELIVERY/PRODUCTION
8.1. Professional quality compositing and rendering.
8.2. Current portfolio examples.