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Polygon modeling is the most popular form of modeling for characters in games, television productions, and other media where fast animation or rendering is required. The multi-billion dollar computer game industry is very competitive and to produce real-time games with faster and realistic effects is very challenging. The answer to creating game-ready 3D models using any 3D application and overcoming real-time issues, is to use low polygon models.

In this exciting new eight week workshop, Michele Bousquet, author of Harnessing 3ds Max 8 (among others) and Certified Autodesk Instructor, goes beyond basic polygon modeling to show students the most important tools and best workflow for modeling characters. Students will be given step-by-step instruction to learn the necessary skills, organizational techniques and most effective ways to use 3D applications to create low polygon models. Students can model any creature they wish, as the principles for low-poly character modeling are the same for humanoid and non-humanoid characters.

Principles covered are independent of the software used. Students can use 3ds Max, Maya or Cinema 4D or any software they like to apply the techniques and do the assignments. Michele will tailor her content to all 3D packages. Michele will conduct a brief survey at the start of the class to find out which software students are using. If applicable, she will add some specifics on each piece of software so students can find the tools they need.

In the first week, Michele will cover different kinds of character models, from people to goblins to turtle-like critters with tentacles. The first homework assignment is to simply grab a character design and start modeling. Michele will offer a few humanoid designs for students to choose from, but students can also provide their own, whether humanoid or not. Students can use their own design once approved by Michele. Feedback will be given so that changes can be made to the characters before the course starts.

The human face is very challenging to make convincingly with a low number of polygons. If the student's non-humanoid creature design has a very simple facial structure (or no face at all!) Michele will ask that her students do the facial modeling exercises on a separate head so that they get the hang of it. Just because your design has no face, this is not a reason for you to not learn how to model a humanoid face.

Michele envisages that each student will come away from the workshop with a decent low-poly character model and the confidence to create better models.

Just some of the many books Michele has authored are listed below:


”Model, Harnessing 3ds Max 8 3ds Max Animation with Biped  The Little Book of Low Poly Modeling



About Michele Bousquet >>
 

Week One: Polygon Modeling Basics
In the first class, we will go over polygon modeling concepts and the most-used tools for working with polygons in 3ds Max and Maya, providing a solid foundation for lessons and exercises in later weeks. Students will learn how to manipulate polygons to sculpt a simple object, then a more complex one. We will also have a brief discussion of the history of polygon modeling, including the reasons why low-poly modeling was developed.

Exercises include experimentation with polygon tools in your choice of software. You will also be required to obtain reference images as a basis for your final project. All exercises after this class will be geared toward completing your own model based on the reference images.

Week Two: Modeling the Body and Clothing
In this lesson, we jump right in and start modeling a character. Using basic tools you learned last week, we’ll model a character’s torso, arms, and legs. You’ll also learn how to use additional tools to sculpt the hands and feet.

In the exercises, you will shape the body to match the overall shape of the reference image. You will also use smoothing to see how the final model is shaping up.

Week Three: Making Polygons Behave
Polygons can be tricky things, sometimes behaving in mysterious ways. In this class, we dig right down into the underlying structure of polygons and how you can use this to your advantage. You can reduce poly count and make your model more animation-friendly by restructuring polygons and even building new ones from scratch exactly where you want them. We will also discuss some of the automatic tools currently available for reducing polygon count.

Exercises include polygon manipulation at the lowest level, and taking a poorly-structured model and making it animation-friendly. You will also work with your own model to clean up its polygons using the tools learned in class.

Week Four: Clothing
Now that you know how to make polygons behave, we can finish up the body modeling and create some clothing. We’ll sculpt the character’s clothing as part of the character model, enabling the lowest poly count possible while still making the clothing look as if it’s separate from the body.

In the exercises, you will create basic clothing such as shirts and pants, as well as more detailed items like straps, jackets, belts, and shoes.

Week Five: Facial Modeling
Using the tools we’ve already learned, we will model the character’s face and head. First we’ll look at the shape of a human face, then we’ll look at the best tools for creating the head itself, and for modeling the eyes, nose, and mouth. These tools include the use of loop shapes to keep the face smooth when animated. You will also continue to work with the body as necessary to clean up any polygons.

Exercises will include creating usable reference images for a facial modeling, then modeling your character’s face based on the images.

Week Six: Materials and Mapping
This week, you will learn to go beyond basic mapping to create custom materials for each part of your character model. We will discuss different character design elements such as stitching and wrinkles, and whether to use mapping or modeling in each situation. You will learn a variety of methods for “unwrapping” clothing and mapping it accurately with low-resolution tiling maps.

Exercises include creating tile-able maps to make clothing patterns, working with UVs within 3ds Max and Maya, and how to use a detailed model to generate a map for a low-poly model. You will also continue to alter your model to make it mappable and clean up polygons as necessary.

Week Seven: Hair
Now for the final touch on the character model—the hair. This week, you’ll learn methods for modeling hair that won’t break your polygon budget. For projects that allow more flexibility, you’ll learn how to create and style realistic hair with tools found in 3ds Max and Maya.

Exercises include creating decent low-polygon hair substitutes and common hairstyles for men and women.

Week Eight: Completing the Model
The last week is reserved for model clean-up. Each model will be looked at individually to locate any details that need work, with the focus on making your model portfolio-ready.

 

Level of Ability
Students should have some experience with 3ds Max, Maya, or another 3D modeling package. Basic drawing skills are helpful. Students should have an idea of the character they want to create before the first class begins, but this is not strictly necessary. Students need to be familiar with using a bulletin board system (such as CGTalk.com).

Software/Hardware Requirements
Students must have access to the 3D software of their choice for doing exercises. Any version of 3ds Max or Maya from the last three years is sufficient. 30 day free trials of 3ds Max and Maya can be obtained from the Autodesk website.

A Broadband Internet connection is recommended.

Resource Requirement
It is recommended, but not required, that students obtain a book on character modeling for their software. Books on previous versions are often just fine for learning modeling tools, and any additional tools can easily be learned from the “What’s New?” section of the current help files. The instructor has books on 3ds Max character modeling available at a discounted price.

This course is no longer available for registration

Begins: 13 November 2006
Ends:
21 January 2007
Sessions: 9
Active weeks: 8
Fees: USD $399.00

Maximum Students:
25
Instructor Location and time zone: United States, New Hampshire GMT -5

Registration:
Closed

Workload:
Students will be expected to complete tutorials on a weekly basis taking between 2- 6 hours. Weekly assignments will take up to 10 hours depending on individual proficiency and speed.

 

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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