David
Texture Mapping
Texture Mapping for Games
| Texture Mapping for Games |
|
|
|
| Written by David Calabrese | |
| Monday, 19 March 2007 | |
The Art Institute of
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.
Unwraping
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:
** 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 TexturingRecommended Texts : 3DS Max or Maya Bible Weekly Outline: Week 1:
Week 2:
Week 3:
Week 4:
Week 5:
Week 6:
Week 7:
Week 8:
Week 9:
Week 10:
Week 11:
|
|
| Last Updated ( Monday, 16 April 2007 ) |