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Texture Mapping for Games PDF Print E-mail
Written by David Calabrese   
Monday, 19 March 2007
Texture Mapping Syllabus.

The Art Institute of Las Vegas

COURSE SYLLABUS

 

INSTRUCTOR:                     David Angelo Calabrese

EMAIL:                                  This e-mail address is being protected from spam bots, you need JavaScript enabled to view it

 

COURSE TITLE:                  Texture Mapping for Games

 

COURSE DESCRIPTION:  In this class students will be introduced to the process of creating and working with textures for the game genre.  Advanced image manipulation techniques will be learned and applied here.  Introduction to a shading network as it applies in a 3D Software package will be explored.

 

PREREQUISITE:                  Image Manipulation

 

CONTACT HOURS:             44 hours

           

CREDITVALUE:                 3.0

 

OFFICE HOURS:                  ½ hour before and after each class       

 

COURSES COMPETENCIES: The student will:

 

Use computerized paint, texturing, modeling, and animation software to create images.

·         Utilize basic Shader introduction.

·         Apply texture to an object or scene.

·         Create traditional textures.

·         Use image manipulation software to create tile able, color-limited maps.

·         Work in layers.

·         Employ image file saving formats.

·         Apply masks and alpha channels.

·         Use color and bit depths.

·         Create textures through the use of digital cameras and scanners.

Use advanced painting techniques such as smudge, burn, clone, and fractals to create complex textures.

·         Develop Production mapping workflow.

Analyze and evaluate texture mapping and lighting strategies.

Apply Introduction of Lighting theory.

·         Demonstrate the rules of surfacing 3D images.

·         Use Light to Create Shapes and Form

 

METHODS OF

INSTRUCTION:                   Lectures & Studio

 

 

METHODS OF         

ASSESMENT:

 

Assignments: All assignments are strictly pass or fail.

 

Chapter 1 Assignment(s)

Chapter 2 Assignment(s)

Chapter 3 Assignment(s)

Chapter 4 Assignment(s)

Chapter 5 Assignment(s)

Chapter 6 Assignment(s)

Chapter 7 Assignment(s)

Chapter 8 Assignment(s)

Image Library: Collect a library of images.

  • Humans: 15 Web & 15 Custom pictures minimum
  • Architecture: 15 Web & 15 Custom pictures minimum
  • Vehicles: 15 Web & 15 Custom pictures minimum
  • Animals: 15 Web & 15 Custom pictures minimum
  • Weapons: 15 Web & 15 Custom pictures minimum
  • Clothing Attire: 15 Web & 15 Custom pictures minimum

Unwraping

  • Box
  • Cylinder
  • Sphere
  • Pyramid
  • Tea Pot

Sword

Shield

Flag

Lighting & Camera Set up

Terrain

Skybox

Wall

Floor

Projects:

 

** Texture sizes may be no bigger than the adjacent parameters when turned in for final

Character:

·        Props (assignments above) - 256x256

·        Armor Set - 512x512

·        Human – 1024x1024

 

Environment:

  • Sky box (assignments above) – 256 x 256
  • Terrain (assignments above) – 512 x 512
  • Exterior Structure (some of this assignment from above) – 1024 x 1024
  • Interior Structure (some of this assignment from above) - 1024 x 1024

 

** Both projects maybe geared towards an existing game or maybe of student design.

 

Project Breakdown:              

 

Concept: Reference/Thumbnails/Sketches/Research                 20%

            Milestones: Progress of work                                                   20%

            Technique: Efficiently created, Core values                               20%

            Aesthetics: Visuals effectiveness of art                           20%

            Presentation: Visual & oral exhibit of ones work and self            20%

 

 

Grading Breakdown:

 

Participation: Showing up to class and partaking in critiques.      10%

Professionalism: Enthusiasm, behavior, willingness, craft, etc.     10%

            Assignments:     In class work & Dark Side of Game Texturing. 35%

            Projects: Culmination of learned material.                                              45%

 

 

**Each week is a Milestone/Progress check. Failure to produce for 3 weeks in a row results in the automatic failure of the project.

 

GRADING SCALE:              The following number points to letter grade scale will be followed for this course:

93-100% = A              77-79% = C+

90-92%  =  A-             73-76% = C

87-89%  = B+             70-72% = C-

83-86%  = B                65-69% = D+

80-82%  = B-              60-64% = D

                        0- 59%  = F

                                   

GRADE DESCRIPTIONS:

           

A…. A grade of “A” represents superior work that goes above and beyond the requirements of the course. “A” work shows creativity and insight.

B…. A grade of “B” represents good, solid work with clear improvement over the duration of the course. “B” work meets all course requirements.

C…. A grade of “C” represents work that meets course requirements, but fails to demonstrate significant improvement. “C” work is considered average.

D…. A grade of “D” represents work that in one or more ways fails to meet the requirements of the course, but meets the basic competencies required and is reasonable enough to pass

F…. A grade of “F” represents general failure to meet the requirements and competencies of the course.

           

CLASS POLICIES:

1)      NO EATING OR DRINKING IN THE LABS! Anyone caught in violation of this policy will be asked to leave the classroom.

2)      Participation/Teamwork.  Lectures will be given on new material once.  You are responsible to be in class and taking notes.   You are also expected to work on class related material during class, failure to do so will result in a lower participation grade.  

3)      LATE WORK – will not be accepted. Weekly milestones will be ready to present at the beginning of each class. Missing 3 deadlines without prior notice to instructor will result in an automatic F.  

4)      Unfinished work: Do not try to turn in work that is clearly unfinished and clearly in the middle of being worked on. It will not be accepted. Working on an assignment or project after the start of class on the day it is due is unacceptable. It is grounds for an automatic F.

5)      Reworking Projects: After the project is initially due and accepted by the professor you may rework your project for a better grade. This only applies to those students who have submitted their projects on the original due date. The approved reworked material will be due at the beginning of class on week 10. A document must accompany the reworked material listing all the new changes and modifications. Note it is possible to receive a worse grade.

6)      For this class you should anticipate spending a minimum of 8 hours per week outside of class completing assignments. Students are responsible for submitting all work on the syllabi regardless of whether they are reminded in class or not.  Reading the syllabi is the student's responsibility

7)      Professionalism: You are all adults and you are in college because you want to learn how to make money doing what you like to do. To be able to do that you have to be serious about your education, just as serious as you are about doing what you like to do. No one in the industry wants to work with some one who has a bad attitude or a chip on their shoulder. No one wants to work with some one who is difficult or not pulling their own weight. A professional is a proud member of their work force, and you are all in training to become that professional. In this class you are required to act with the utmost regard for your fellow student and instructor. As a professional you will try help your fellow worker in a critically positive manner. NEGATIVITY IS A KILLER. As a professional it is your job to constructively criticize your fellow worker (student in this case) You have to be honorable and helpful to yourself and everyone around you. YOU MUST KEEP YOUR EMOTIONS IN CHECK.

8)      Cheating and Plagiarism – NOT ALLOWED and will result in an F for the course. There is no flexibility here.

9)      Etiquette – Please be mindful of your fellow peers in class and be respectful of others at all times. This includes the raising of your hands in class and keeping your cell phones and beepers on vibrate or silent mode.

10)  OSL – Student is required to maintain an online service account with AILV.

11)  No music in class without headphones.  No video or web games in class.

12)  No cell phones in class other than for emergencies.

13)  Production Pipeline Rule: Students are required to complete each weekly milestone in order and must seek Instructor’s approval to move onto the next step in the process. Skipping a milestone will result in an automatic F for the following milestone until the original milestone is accepted and approved by the Instructor.

14)  Projects: Projects are due at the beginning of class. They must be ready to present immediately. Working on, fixing up, rendering out, or collecting data for the project after the start of class is grounds for failure. They will be collected the very second class starts. One minute after the beginning of class is considered late.

15)  In Class Assignments: In class assignments are to be turned in no later then the end of the class period in which it is assigned. In class assignments will not be accepted after the end of class.

16)  Milestones/Homework Assignments: Milestones/Homework assignments are due at the beginning of the class in which they are due. Failing to produce 3 consecutive milestones/homework assignments will result in an automatic F for the project.

17)  Tardiness & Absences: According to school policy, you WILL be withdrawn from the school if you are absent 14 CONSECUTIVE calendar days. Class Room Attendance Policy: Attendance will be taken at the beginning and midway of class. If you arrive to class within 10 minutes after the scheduled start of class you will be marked tardy. If you are tardy 4 times it will equal 1 absence. If you arrive to class in excess of 10 minutes after the scheduled start of class you are absent. If you only show up to half the class, leave early from class without permission, or do not show up at all it will be considered an absence. If you are absent 3 times you will receive an automatic F       

 

Attendance Count Per Class = 2

Late under 10 minutes = 1 Tardy

Late over 10 minutes = 1 Absence

Show up to only half the class = 1 Absence

Leave without permission = 1 Absence

Do not show up at all = 1 Absence

Tardy 4 times = 1 Absence

Absent 3 times = Failure of class

** In the real world if you do not show up to work they will fire you. If you do not deliver what a client wants when they want it they will not pay you, fire you, or never work with you again.

 

** If you receive an absence for class for whatever reason but you are in class, STAY IN CLASS AND LEARN THE MATERIAL BEING TAUGHT.           Do not leave class in retaliation. You are only hurting yourself by not learning the material

                                   

Required Texts:                     Dark Side of Game Texturing

 

Recommended Texts :           3DS Max or Maya Bible

 

Weekly Outline:  

 

Week 1:

  • Due: N/A
  • Lecture:
    • Intro
    • Review UV mapping (Basic Unwrapping techniques)
    • Review Photoshop Tools Pallet.
  • Lab:
    • Create simple primitives, UV map, & texture. (due at end of class)
    • Work on finals.
    • Layers & layer masks.
    • Using photos to create texture maps.
  • Homework: 
    • Read Dark Side of Game Texturing Chapter 1
    • Create Color palette (chap 1 assignment)
    • Image Library
    • Unwrap simple objects

Week 2:

  • Due:
    • Chapter 1 assignment(s)
    • Image Library
    • UV Maps for simple objects
  • Lecture:
    • Intro to Photoshop (Basics)
    • Creating textures using photos Part 1 (Sword)
  • Lab:
    • Unwrap & Texture Sword (Due at the beginning of next class)
  • Homework:
    • Read Dark Side of Game Texturing Chapter 2
    • Chapter 2 Assignments
    • Unwrap & Texture Sword

Week 3:

  • Due:
    • Chapter 2 Assignments.
    • Sword: UV & Texture Map, 5 renders
  • Lecture:
    • Photoshop (Advanced Tools)
    • Bump, & Specular Maps
    • Creating textures using photos Part 2 (Shield)
  • Lab:
    • Create & apply Bump & Spec maps to sword (Turn in maps & 5 renders by end of class)
    • Unwrap & Texture Shield (Due at the beginning of next class)
  • Homework:
    • Read Dark Side of Game Texturing Chapter 3
    • Chapter 3 Assignments
    • Unwrap & Texture Shield

Week 4:

  • Due:
    • Chapter 3 Assignments
    • Shield: UV, Texture, Bump, Spec Map (5 renders)
  • Lecture:
    • Opacity Maps, & Alpha Maps.
    • Digital Painting Part 1 (Sphere)
  • Lab:
    • Paint Sphere with shadow.(B&W & Color) (Turn in at end of class)
    • Unwrap & Texture (Color, Bump, Spec, Opacity) Flag (Turn in beginning of next class)
  • Homework:
    • Read Dark Side of Game Texturing Chapter 4
    • Chapter 4 Assignments.
    • Unwrap & Texture (Color, Bump, Spec, Opacity) Flag
    • Recreate image with digital paint.

Week 5:

  • Due:
    • Chapter 4 Assignments
    • Flag: UV, Texture, Bump, Spec Map (5 renders)
    • Digital Painting
  • Lecture:
    • Photoshop (Advanced Tools)
    • Unwrapping using Pelt Tool
    • Texturing skin
  • Lab:
    • Unwrap Character
    • Texture Character
  • Homework:
    • Read Dark Side of Game Texturing Chapter 5
    • Chapter 5 Assignments
    • Unwrap & texture Character & Armor set

 Week 6:

  • Due:
    • Chapter 5 Assignments
  • Lecture:
    • UVing Techniques for Environments
    • Tileable Texture (Man Made)
    • Introduction to Materials & Shaders
  • Lab:
    • Create Tileable textures (Man Made & Natural)
    • Unwrap & texture Sample Structure & Sample environment
    • Create & apply Multi Sub Object & Blend Materials
  • Homework:
    • Read Dark Side of Game Texturing Chapter 6
    • Chapter 6 Assignments
    • Unwrap & texture Sample Structure & Sample Environment using tiling textures

Week 7:

  • Due:
    • Chapter 6 Assignments
  • Lecture:
    • Basic Lighting Theory
  • Lab:
    • light in class scene
  • Homework:
    • Read Dark Side of Game Texturing Chapter 7
    • Chapter 7 Assignments
    • Unwrap & texture Sample Structure & Sample Environment using tiling textures
    • Unwrap & texture Character & Armor set

Week 8:

  • Due:
    • Chapter 7 Assignments
  • Lecture:
    • Advanced Topics in Texturing
  • Lab:
    • TBA
  • Homework:
    • Dark Side of Game Texturing Chapter 8,
    • Chapter 8 Assignments
    • Unwrap & texture Sample Structure & Sample Environment using tiling textures
    • Unwrap & texture Character & Armor set

Week 9:

  • Due:
    • Chapter 8 assignments
  • Lecture:
    • Lighting & Cameras
  • Lab:
    • Set up lights & Cameras in sample scene (turn in 5 renders , 1 AVI at end of class)
  • Homework:
    • Finish Finals

Week 10:

  • Due:
    • Character & Armor (All maps, 10 renders)
    • Environment : Exterior & Interior (All Maps, 20 renders (with and without lighting)
  • Lecture:
    • Help Session
  • Lab:
    • N/A
  • Homework:
    • Rework Finals

Week 11:

  • Due:
    • Reworked Finals
  • Lecture:
    • N/A
  • Lab:
    • N/A
  • Homework:
    • N/A

 

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