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Accurate and evocative depiction of female form has challenged artists since mankind began drawing - from Botticelli to Rembrandt, Matisse to Cezanne, Brom to Vallejo. In more recent years the rise of the Cybergirls, Cyberbabes and Cyberchicks has added a new genre. However the challenges remain the same, how to best depict alluring and beautiful women?

Over 8 weeks Steven Stahlberg will outline the basic elements required to model, texture and accessorize the female form in 3d. The course will cover referencing, anatomy, polygonal framing, topology, modeling, texturing, workflow, accessorizing and joint deformation.

About Steven Stahlberg >>
 

The overall aim of this course is to be relatively unstructured and open enabling the Instructor to be flexible and meet student’s individual requirements and work pace. Students will be free to revisit topics discussed in previous tutorials and critique each others work. Assignments will be centered on the ongoing development of a single model created by the student.

Week One – Getting Started: Inspiration & Reference
Any drawing starts with Inspiration. Week One will begin by looking at sources of inspiration and methods of collecting, organizing and implementing good reference materials. Steven will discuss the varied approaches to the stylization and proportions of beauty looking at some of the specific purposes in which they can be used. This will include: classical ideal, fashion stylized, real supermodel, real average, real idealized (Playboy cover models), cartoon heroic, real heroic (athletic), realistic overweight and underweight, etc.

Students will be required to find references for their model and refine ideas and sketches. Final sketches will be discussed and critiqued. Guidelines for optimal display and presentation of work in progress (WIP) will be given. All WIP will be marked up in red by Steven with comment and critique.

Week Two - Anatomy
The anatomy of the human form is incredibly complex and has been an object of continuing study by artists for centuries. Week Two will begin to take an in-depth look at the human anatomy and its interpretation into 3d models.

There will also be a tutorial centered on tools and modeling workflow.

Students will be required, once again, to draw heavily upon previously sketched images and photographic references before being given an assignment to start construction of a 3d (polygonal) form. Over the following week students will be provided with ongoing WIP feedback relevant to their 3d model.

Week Three – Topology
Once students have reached a certain stage with their model, topology optimization for animation will be addressed. Building on the Week Two anatomy theory, students will receive a tutorial on topology that includes: What topology is, how it applies to a 3d form, and why it’s so important. Students will be required to revisit their original model and improve its topology before receiving critique.

Week Four - Modeling
Halfway through the course, time for appraisal, and making sure everyone is getting the most out of it. Steven will help anyone who needs to catch up, and drill the quicker students in finishing, detailing and fine-tuning of shapes. Students will be required to finish the body and head of their model prior to receiving a critique of their mesh. This week will incorporate a review allowing students to raise specific questions and problems they may be encountering with their own mesh.

Week Five - Texturing
Week Five will include a tutorial on shading, and will address issues and techniques relevant to the optimization of UV mapping, the addition of eyes, lashes, brows, teeth, tongue and other details. The question of photo, procedurals or painting for textures will also be discussed. Students will be required to apply skills learnt to their model. Some of the shading networks discussed may be specific to Mental Ray (which is available for Max, XSI and Maya).

Week Six - Accessories
Week Six looks at the design, development and creation of accessories for models. This will include weapons, clothing, armor, props, hair (done by alpha-mapped geometry), braids, shoes, gloves, jewelry and more - with the exclusion of Sasquatch, Shave & Haircut, PaintFX or Fur, which are outside the scope of this workshop. This week’s assignment will be to create and integrate cool accessories for the model. Discussion and critique will follow.

Week Seven - Joint Deformation
Week Seven will address the ever-present problem of bad joint deformations, and investigate the best way to arrange for easily editable, interactive and light joint deformations. Focusing on the resulting shape of a joint as it bends, rather than technical direction skills - for instance, IK/FK rigging, animation controls setup, script automation etc will not be covered.

Students will receive a tutorial on joint placement, creating Smooth Proxy (a Maya term) and creating/editing correctional Blendshapes (morphs). The final assignment will require students to apply instructions presented within the tutorial to one shoulder of their model before receiving final critique.

Note: The term Smooth Proxy is specific to Maya, but other ways to apply the same effect in other applications will be demonstrated.

 

Level of Ability
Students are required to have a basic understanding of the fundamentals in illustrating the human form and should be proficient with the operation of Maya or their 3d modeling application of choice.

Students need to be familiar with web navigation and browsing, as well as email.

Students need to be familiar with using a bulletin board system (such as CGTalk.com).

Examples of work
Students are required to submit a minimum of 3 samples of their best work showcasing their ability to illustrate a human form in 2d or 3d.

Software and Hardware Requirements
Maya or a similar 3d application – Max, Lightwave, Cinema 4d, XSI Blender etc. Steven will be using Maya, but modeling issues will be the same cross-platform.

Note: Some minor issues workflow and tool issues may not be transferable to all 3d applications.

A Broadband Internet connection is recommended.

Hardware capable of running Maya with a medium size scene should be sufficient (1Gb ram).

This course is no longer available for registration

Begins: 13 June 2005
Ends:
14 August 2005
Sessions: 7
Active weeks: 8
Fees: USD $349.00

Maximum Students:
20
Instructor Location and time zone: United States, Florida GMT -5

Registration:
Closed

Workload:
Reading & Research: 3-5 hours per week Assignments: Students will be expected to complete assignments on a weekly basis taking between 8-12 hours depending on individual proficiency and speed.

Warning: Elements of this course will contain nudity and material that some people may find offensive.

 

IMPORTANT: Online courses require a considerable amount of dedication and enthusiasm to learn. Students must be self-driven and disciplined enough to learn and do the assignments. Success depends on the student's commitment and effort.

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