Course Title: Experimental 3D/Sculpture in Virtual Environment 3211.001 Department: FVNMA Term/Year: Fall 2012 Course Credits: 3 Location & Time: 112 South Michigan, MC 714 Monday 9AM-4PM Prerequisites: Intro to X3D or equivalent Instructor: Frank Yefeng Wang E-mail: [email protected] Reference website http://digitalbodyperformed.wordpress.com/ www.experimental3d.com http://www.real-fake.org/ www.lynda.com Course Description Traditionally, the art world perceives sculpture to be something tactile that you can physically touch and feel. Creating sculptures in an Experimental 3D environment does share some spatial and design qualities with that of the physical world but also has others that are totally unique to it, among them the lack of gravity and the ability to deform in fluid and organic ways. By using digital imaging tools Zbrush and Maya, students translate the idea of a free-standing sculpture from the real, meaning from physical space to 3d and 4d virtual environments. In the virtual realm, sculpture can become a mutable form and therefore, an expression both of time and of space. This is a class that investigates the possibilities of intuitive artistic creation in a rational computer/artificial system. Classes will include screenings as well as advanced modeling and physics simulations techniques. Potential output solutions include video installation and 3d rapid prototype plastic prints. Entry Requirements It is highly recommended but not required that students be familiar with some kind of digital graphic interface, such as Photoshop or be otherwise digitally literate. It will be a plus if student has some basic knowledge or experience of sculpting skills in real world (that means you have been working with clay, wax, plaster, etc.) Making a good virtual sculpture is just partially based on your knowledge of the program, but more importantly, it is a matter of how well you understand 3D space/ environment. While demonstration of the basic interface will be done in the first week of school, the class will be oriented towards those with a very basic knowledge of Maya or similar software. Those without experience must expect to dedicate 4-6 hours per week in the beginning to homework 1/5 and to spend time with the digital tutorials and demonstration of Zbursh and MAYA available on line. (Relevant video tutorials will be handout in class). Learning Digital Program is a bit like learning a foreign language or a musical instrument. Always easier to learn but harder to remember!!! It requires physical practice on a daily basis. It is not a program that a project can be finished at the last minute. With this in mind, even a digital novice, if willing to spend the time required in the first weeks of class, can produce a compelling result by the end of the semester. Syllabus: Week 1 > Introduction Understanding the class Understanding the softwares Explain the expectation of final project > Zbrush demonstration: Understanding the Interface Navigating the canvas Understanding local centering Trying different materials Activating symmetry Viewing your work in various ways Week 2 > Class Discussion: Readymade and Open Source Marcel Duchamp's idea of the industrial Readymade versus Default objects provided by 3D animation software packages, and the stock models downloaded for free on line (virtual Readymade) > The idea of incorporating technological instruments #1 From Google (3D warehouse) to MAYA to Zbrush Download model and convert to .OBJ, so it’s Zbrush and MAYA friendly Google Sketch up Tutorial Some advanced MAYA polygon modeling tutorial Importing prepared .OBJ model and personalize it in Zbrush > Assignment #1: Appropriation and Adaptation (Erasure, Increment and Assembling) Bring rendered .jpg images and original reference material to next class for critique Referential artists: Paul Pfieffer, Robert Rauschenberg, Aram Bartholl 2/5 Week 3 > Critique on Assignment #1 Now with the basic understanding of Zbrush, we can start sculpting from scratch. > Zbrush Tutorial Z sphere Making a ZSketch Creating Meshes Understanding polygon-based models Week 4 > Zbrush Tutorial Extracting from an existing mesh Using primitive 3D meshes Brushes and Sculpting Understanding brush settings Inverting brush effects Switching to Smooth mode Setting the stroke properties Working with alphas Using the Move brush Using the Clip brush Learning a few more common brushes (Polish, Clay, Flatten, Inflate, Tracks) Saving and using brush presets Week 5 > Class Discussion: Virtual Space Virtual worlds have an uncanny quality because they are mathematically perfect and regular, and filled with computer models of objects. On the other hand, the absenting of physical body and physics law extends the possibilities of artistic creation which arouses artists to take the media to a next level. The question is no longer “if this is art” but “how to emancipate”. > The idea of incorporating technological instruments #2 MAYA rendered scene to Photoshop image or After Effects animation Photoshop tutorial After Effects green screen tutorial > Assignment #2: Create an "impossible object," meaning one which could never exist in the physical world but that has a paradoxical sense of the real. Do this by utilizing the possibilities of Virtual Environment: Uncanny scale shifts and absurd physics. 3/5 The assignment must incorporate MAYA rendering and Photoshop or After Effects or other similar program that the students feel more comfortable working with. Think about the idea of site-specific when working on this project. Referential artists: Ron Mueck, Keri Altmann, Mark Jenkins, Kurt Hentschlager Week 6 > Critique on Assignment #2 > Zbrush Tutorial Working with tools and projects Working with subdivision levels Masking off parts of your model Masking based on cavity and occlusion Selecting and hiding parts of a tool Working with polygroups Using deformation Mirroring geometry across an axis Restoring symmetry Creating morph targets Understanding surface normal direction Week 7 > Zbrush Tutorial Learning the basics of subtools Making new subtools Combining subtools Deforming with Transpose Masking with Transpose Adjusting the Transpose Manipulator Moving, scaling, and rotating with Transpose > MAYA Tutorial: stitching polygons and UV map texturing Week 8 > Class Discussion: the difference between object output from the virtual environment and object made from the real world, and the potential approaches of building a successful conversation between object and television/projected image. What is the identity of the object obtained from virtual environment? A souvenir? A toy? An intermediary/bridge? > Rapid Prototype Tutorial (Today we will spend time in Advanced Out Put Center and use Rhino on the PC computers there) 4/5 How to make a proper file for 3d printer Converting .OBJ to .STL file - check mesh > Tour to AOC, see the process of 3d print with your eyes, Mike will give us an introduction of the rapid prototype machine > Assignment #3 Recontextualized object or grotesque character Referential artists: Jeff Koons, Cory Arcangel, Michael Rees, Claudia Hart, Goya Week 9 > Final project presentation Week 10 > MAYA batch rendering tutorial Work shop Week 11 Work shop Week 12 Work shop Week 13 Work shop Week 14 Final critique 5/5
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