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Week One: UV Principles
Week one will be committed to the fundamentals of UVs. Understanding and breaking all the myths of UV layout will be accomplished by the most difficult thing to texture, a human hand. In this week, students will learn by laying out UVs by hand and with planar projections. There are certain fundamental UV laws pertaining to layout, seams, UV resolution, stress UVs, relaxing UVs, over lapping UVs, and hand stitching to tackle the toughest assets you may face in the future. Once you can UV lay out a hand, you can UV layout almost anything.
Assignment: UV layout of human hand by planar projections, relaxing, and hand stitching.(should take 8-10 hours due in week 3)
Week Two: Advanced Organic UV layout
Week two's lesson will cover other programs on the market that every good texture artist or modeler should have. Unfold 3D and Headice Cyslice will be demonstrated. These are the most efficient programs on the market that can unwrap the most complicated asset in minutes. Unfold 3D is essential for organic models generated in ZBrush or Muddbox, and completes a well-rounded lesson on UVs.
Assignment due: Progress of UV layout of hand
Assignment: Finish Hand UVs and Unfold hand
Week Three: Projections, baking, Seams of a Hand
Week three you begin to tackle texture on the hand. Students will learn to neutralize cameras, pull camera projections, projection baking, seams, and understand how shaders play a part in the texture process. The color maps of the hand are some of the worst problematic nightmares of texturing. With 15 seams and hidden projection spots students will learn the fundamental skills to texture anything.
Assignment due: Finish Hand UVs and Unfold hand UVs
Assignment: Start Color map of hand (8-16 hours)
Week Four: The Human face
A photo real human face is the holy grail of CG. Students will take what they have learned in the hand exercises and apply it to Monika from Paul's new book Essence: The Face. Students will skip UV layout (covered in hands) and jump right into texturing the hardest asset, a young woman's face. Week four will cover all the ins and outs of producing a 4K-photo real color map that can be zoomed in to on a macro scale.
Assignment due: Color map of hand in any condition
Assignment: Finish face map
Week Five: Bump and Specularity
Week five will cover the finishing touches on the face map. It will cover the hard to reach spots like under the nose, chin, ears, and eyelash removal. Once the color face map is finished, the lesson progresses on to bumps, 8 bit resolution, and how it gets turned into displacement maps or normal maps. The lesson progresses into two different ways to achieve specularity maps including traditional specularity, and lighting bake methods.
Assignment due: Face map
Assignment: bump map, lighting specularity maps, and traditional specularity maps
Week Six: SSS, lighting, Mental Ray
Week six covers Sub Surface Scattering (SSS) shader and maps. The class will discuss, in depth, skin and how it is effected by lighting. The color map will be broken into six different maps to make an SSS shader. As a texture artist, you are required to know the basic principles of lighting for test renders and look renders for final delivery. Lighting basics include a discussion on different lights, .map conversion for MR, SSS, bump, specularity, ambient occlusion, and Mental Ray.
Assignment due: bump and specularity maps due with look renders
Assignment: SSS look render
Week Seven: Aging, Scars, and streaks and tips
In Week seven, discussions on streaks and tips or making textures look dirty real will be at the fore. These fundamental rules allow students to explore more sophisticated versions like aging and scarification in the face.
Assignment due: SSS look renders
Assignment: choose between aging or scarification maps for Monika
Week Eight: Tri-planar mapping for Matte Painting
Week eight is a fun lesson, and a break from the careful detail of projections. Paul will discuss texturing a wide shot for an environment for a matte painting . Students learn to tile and vary texture for an underground city for a matte painting. The lesson will be a mixture of projection, tri-planar mapping, and lighting effective textures.
Assignment due:Look renders for scars or aging of Monika
Assignment: Texture and Render an environment pass for a matte painting
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Level of Ability
You will need a good understanding of 3D, Photoshop, and have basic painting skills. This workshop is not aimed at beginners. This is an intense workshop aimed at students who are at least at an intermediate level and are able to commit at least ten hours a week to this class while being mentored by a master artist.
Hardware and Software Requirements
Photoshop CS 2 (preferred but not required for mesh warp tool) , 3D package (Maya preferred).

Enrolled students will be able to purchase Unfold 3D with a 50% discount. This discount is available for paid students only. To receive your 50% coupon, contact the CGWorkshops Manager.
A broadband connection will be needed for downloading the weekly video lessons.
Some of the sample scenes are hardware heavy, so its recommended to have a minimum of 1 GB of RAM and a fast processor.
Other Requirements
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) as well as how to upload attachments to postings for review.
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