AR0771

Beyond 3D

 

Introduction

The AR0771

 

The AR0771 is an elective which differs from other electives. It is a side step into the world of advanced high end computer graphics as used in the film and gaming industry. In this course we will look at building, texturing  and lighting complex 3D scenes  thought up with the film and game context in mind.  It will go far beyond the traditional visualization and allows you to use the full capability of high end animation and game software to visualize your ideas. This can be based on a poem, lyrics of a song or on an idea which you wanted visualize for many years but never was sure how.

So why this course and not a standard architectural visualization course.   What you will learn in the AR0771 is to digitally model and visualize your ideas which go beyond the traditional designs and ways of communicating these ideas. You will learn advanced modeling techniques and strategies which will enhance your capability to design,  build and visualize complex  3D models.

 

The course has two options:

 

The poster.

The poster group will focus on making a single high resolution A1 poster. Techniques used for the poster are quite similar to what they use in the film industry.  That means that a wide range of tools and techniques are implements which find their origin in well known blockbuster movies.

 

The VR scene.  A VR lab supported course.

The VR group will design and make a complex scene in VR. Although the Vr group will join the poster group in the firsts 3 weeks in the rest of the course the focus will shift to create complexity in geometry and textures in a way that is typical for game environments. With the release of the Unreal 4 engine, an advanced game engine came available which can rival the quality of scenes which are visualized for still images. Advanced lighting and texturing makes at a powerful environment for creating high end  immersive experiences.

J van zalingen

J van zalingen

pdr

The assignment

E - Learning.

 

 

The explanation on how to use the software is provided online. Make sure you have learned the appropriate online material before the beginning of the workshop

WEEK 1

WEEK 2

WEEK 3

WEEK 4

WEEK 5

WEEK 6

WEEK 7

 

Important notes regarding the course

 

 

  • The AR0771 course consists of 7 - 4 hour workshops and 6 lectures

 

  • Each week has a topic related to the process of advanced visualization.

 

  • The workshops start in week 1

 

  • Each workshop will start with  tips and tricks  related to the topic of that week.

 

  • each week you will have to hand in an assignment related to the topic of that week.

 

  • At the end of the course you are asked to hand in the poster or VR scene with the digital files

 

  • The explanation on how to use the software is provided on line. Be aware there is very little basic teaching of software during the workshops. During the workshops we will focus on the advanced techniques and strategies to realize your project.

 

  • Make sure you have learned the appropriate on line material before the beginning of the workshop

 

  • Attendance is compulsory - if you can't attend please let us know by mail
  • If you have any questions you also can drop by the office.

 

 

This course has an

 E- learning

    component !

 

 

 

 

 

 

Teachers

Hans Hoogenboom

Arno Freeke

pdr

E-MAIL

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Week 1

Week 2

Week 3

Week 4

Week 5

Week  6

Week 7

Handing in

Downloads and links5

 

 

 

The assignment:

 

 

This week we will start with a simple tutorial to get acquainted with the interface of Maya.

 

The assignment for this week:

 

  • Model a pavilion of the Parc de la Villette. The tutorial will explain the way how to make this folly in Maya.

 

Digital Conduct:

 

There are some rules and good practices regarding working with digital files. We will apply these also for this course. This will be taken into account when the project is graded.

 

  • Model: Use layers and Groups to organize the content of your scene. Make sure the geometry fits correctly and check if straight surfaces and lines are actually straight. Before you hand in your 3D file make sure all the unnecessary  information and geometry is deleted.
  • File names: Giving names to digital files. Protocols for giving names to digital files are widely used in the industry. Make sure when you are working on your own flies or with a group that you agree on a fixed format for giving names to files. For example  AR0771- PR (initials maker) - 3Ddetail ( describing content) - V 2 ( version 2) - 24-9-2016 (date when saved)
  • Backup: make sure you backup your digital data on a regular weekly or even daily basis. Make sure you don't re-save the files multiple times but rename them after substantial alterations.

 

Handing in:

Handing in will be done in the handing-in tab of this website.

 

  • Please hand-in the Maya model of the pavilion

 

 

Online course material:

 

Week 1 - Preparation

 

  •     Tutorial - First steps in modeling by making a pavilion.

 

 

Week 1 : Preparation

 

 

Introduction:

 

 

For this course we will use Maya for generating the 3D models for the poster and the Vr scene.

Maya is an example of advanced animation software which is widely used in the film industry.  Some of the plugins where developed for specific movies indicating the high quality of the available modeling and texturing capability.  Because the software is designed to visualize reality and imagined environments alike the tools which are available are extensive. Ranging from fluid dynamics to paint effects to cloth simulation.  To effectively apply these tools Maya developed a brush interface for may of the more  formal organic based modeling environments.  This intuitive interface is fully integrated within the software and enables less experienced user to generate formal complexity easily.

 

This extensive functionality reflects in the interface. However during this course we will use only a fraction of Maya's capability. To get acquainted with the interface and some peculiarities of the software we start of modeling a simple building.

 

 

 

Week 2 : Concept

 

 

Introduction:

 

 

One of the key elements in making a high end visualization is to have a clear idea what you want to make.  This is not only important to avoid delays in the project but also will increase the quality of the final project.  In the film and game industry they use similar techniques to research preliminary ideas.

They will use several collages of images and inspirational references to illustrate the general direction of style , color use and lighting.  The sources of images can vary substantially depending on the project.

They will have one thing in common is that the final project clearly can be tracked back to the mood board. For a fully digital environment the mood board are especially important because all the content of the scene will have to be modeled from scratch.

 

Besides the mood board an sketch of the composition will frame the needed geometry you need for the poster.  As a rule only the geometry visible in the composition will be modeled. There can be exceptions for example due to reflections but in general only the visible object will be modeled.

This is also relevant for the VR project where instead of a composition sketch a floor-plan will be generated. This will define how large the scene will be and where the geometry is allocated.

 

 

 

The assignment:

 

 

The mood board is essential for your project. Don't limit yourself by on fore hand decide that something is to difficult to make . The techniques and capabilities to your disposal are high end and will help you to tackle even the most complex projects.

 

The assignment for this week:

  • create a moodboard/collage defining your style and color scheme.
  • Start with building your scene using simple shapes like cubes and cylinders to define the various objects in your scene.
  • Use these masses to position your camera so you can define the shot to be produced during the course. ( Poster)
  • Use these masses and their distribution to define the focal point of your VR scene and its boundary

 

 

Digital Conduct:

 

There are some rules and good practices regarding working with digital files. We will apply these also for this course. This will be taken into account when the project is graded.

 

  • Model: Use layers and Groups to organize the content of your scene. Make sure the geometry fits correctly and check if straight surfaces and lines are actually straight. Before you hand in your 3D file make sure all the unnecessary  information and geometry is deleted.
  • File names: Giving names to digital files. Protocols for giving names to digital files are widely used in the industry. Make sure when you are working on your own flies or with a group that you agree on a fixed format for giving names to files. For example  AR0771- PR (initials maker) - 3Ddetail ( describing content) - V 2 ( version 2) - 24-9-2016 (date when saved)
  • Backup: make sure you backup your digital data on a regular weekly or even daily basis. Make sure you don't re-save the files multiple times but rename them after substantial alterations.

 

Handing in:

Handing in will be done in the handing-in tab of this website.

 

  • Please hand-in the Maya model of your scene with the correct camera position ( Poster)
  • Please hand-in the Maya model of your VR scene ( VR)
  • Please hand-in the mood-board

 

 

Online course material:

 

Week 2- Concept

 

 

 

Week 3 : Modeling

 

 

Introduction:

 

 

Key for any 3D digital scene is its geometry. This applies for the poster as well for the the VR scene.

There is however a major difference between the use of 3D geometry in a still image or a VR scene. A still image can render for a few days if it is necessary.  With a set of dedicated high performance computers available in the renderfarm most complex scenes can be rendered through the network.

Due to the very high resolution of the poster detailing becomes a major focus. Subtle imperfections in objects will be visible  and sometimes have to generated in 3D.

In VR that is not possible.  The time to render a poster will take a minimum of hours and in some cases days. In VR the HD image will have to be rendered in 1/60 of a second.  In essence that means that the VR scene has to render up to 10.000 times faster then the poster.  This is actually possible through a combination of modeling strategies, dedicated game software and powerful graphics cards.  The main difference of rendering an image for the poster or VR is the use of processor. For the poster the majority of the calculations are done by the CPU. For the VR a large part is rendered on a special graphic card.

The  VR or game software is optimized to run with the graphics card which makes it extremely fast.

That being said, the model has to also be optimized for rendering which means you will have to add detail in your scene in a fundamentally different way. The base geometry will have to be substantially simpler otherwise it will take to much time to render. a lot of the detailing is therefore added through the materials.

 

 

 

 

 

 

The assignment:

 

 

Further build your scene taking in account your project, Poster or VR.

 

The assignment for this week:

  • Further refine your 3D model
  • Make an ambient occlusion render of your scene

 

 

Digital Conduct:

 

There are some rules and good practices regarding working with digital files. We will apply these also for this course. This will be taken into account when the project is graded.

 

  • Model: Use layers and Groups to organize the content of your scene. Make sure the geometry fits correctly and check if straight surfaces and lines are actually straight. Before you hand in your 3D file make sure all the unnecessary  information and geometry is deleted.
  • File names: Giving names to digital files. Protocols for giving names to digital files are widely used in the industry. Make sure when you are working on your own flies or with a group that you agree on a fixed format for giving names to files. For example  AR0771- PR (initials maker) - 3Ddetail ( describing content) - V 2 ( version 2) - 24-9-2016 (date when saved)
  • Backup: make sure you backup your digital data on a regular weekly or even daily basis. Make sure you don't re-save the files multiple times but rename them after substantial alterations.

 

Handing in:

Handing in will be done in the handing-in tab of this website.

 

  • Please hand-in the Maya or VR model of your more detailed scene.
  • Please hand-in the ambient occlusion render/screen grab of your scene

 

 

Online course material:

 

Week 3- Modeling

 

 

 

E Fajkovic

Week 4: Basic Light and Material

 

 

Introduction:

 

Lighting of a scene, for the poster of VR, is an essential part of building a convincing 3D environment.

The distribution of light can help the composition of your scene, generate focal points or guide you through the VR scene.  Subtle light effects caused by indirect lighting and shadows can help to articulate the 3D geometry emphasizing its form.  The color of the lights, light strength, direction and focus all contribute to the correct atmosphere of the scene in relation to its content.

Light by itself has little effect if it can't interact with its environment, if there is nothing to reflect the light. interaction of light on a surface level is defined by its materials.  These materials will define the color, reflectiveness, transparency and texture of the object. It will define if the material is made from concrete, metal, plastic or glass, It will define the age of the object by the color information and the simulated surface irregularities like scratches or paint flaking off.

Both light and materials are interdependent and are often simultaneously integrated in your scene where lights as well as materials are tweaked until the scene is lit and materialized correctly.

 

The materialization of the Poster will differ substantially from the VR scene.  In a VR scene the materials have a double role of defining material and adding more detail to the simplified VR geometry.

 

 

 

 

The assignment:

 

 

Light your scene and add basic materials to your geometry

 

The assignment for this week:

  • Define the correct light setup for your scene. Use the Physical Sun and Sky, Image based lighting or use a combination of lights if your scene is an interior.
  • Light your scene so it enhances your composition. Correct focal point/s, color, shadow effects.
  • Add basic materials to your object with the correct solid color and shininess.

 

Digital Conduct:

 

There are some rules and good practices regarding working with digital files. We will apply these also for this course. This will be taken into account when the project is graded.

 

  • Model: Use layers and Groups to organize the content of your scene. Make sure the geometry fits correctly and check if straight surfaces and lines are actually straight. Before you hand in your 3D file make sure all the unnecessary  information and geometry is deleted.
  • File names: Giving names to digital files. Protocols for giving names to digital files are widely used in the industry. Make sure when you are working on your own flies or with a group that you agree on a fixed format for giving names to files. For example  AR0771- PR (initials maker) - 3Ddetail ( describing content) - V 2 ( version 2) - 24-9-2016 (date when saved)
  • Backup: make sure you backup your digital data on a regular weekly or even daily basis. Make sure you don't re-save the files multiple times but rename them after substantial alterations.

 

Handing in:

Handing in will be done in the handing-in tab of this website.

 

  • Please hand-in a render of lit and materialized scene (Poster)
  • Please hand-in screengrabs from the Unreal model with the light setup

 

 

Online course material:

 

Week 4- Basic Lights and materials

 

 

 

Week 5: Texturing - PART1

 

Introduction:

 

3D models are made at a certain size in your scene. A wall might be 4 meters high and 12 meters wide. When we want to apply a brick material to the wall we need two things. An image of a part of a brick wall which we can project onto the surface and information on how big the image should be projected onto the wall. We have to add a coordinate system to the geometry so the computer knows how big the images should be projected onto the geometry.  This UV texturing is essential for the Poster and VR projects.  For the VR it is especially important because a lot more textures are used to define the material properties and simulate additional detailing onto the geometry through the normal maps.

 

 

 

The assignment:

 

Texture your scene

 

The assignment for this week:

  • Define the correct textures for your materials and apply the correct UV coordinates on your geometry
  • Render an image with the correct lighting and textures.

 

Digital Conduct:

 

There are some rules and good practices regarding working with digital files. We will apply these also for this course. This will be taken into account when the project is graded.

 

  • Model: Use layers and Groups to organize the content of your scene. Make sure the geometry fits correctly and check if straight surfaces and lines are actually straight. Before you hand in your 3D file make sure all the unnecessary  information and geometry is deleted.
  • File names: Giving names to digital files. Protocols for giving names to digital files are widely used in the industry. Make sure when you are working on your own flies or with a group that you agree on a fixed format for giving names to files. For example  AR0771- PR (initials maker) - 3Ddetail ( describing content) - V 2 ( version 2) - 24-9-2016 (date when saved)
  • Backup: make sure you backup your digital data on a regular weekly or even daily basis. Make sure you don't re-save the files multiple times but rename them after substantial alterations.

 

 

Handing in:

Handing in will be done in the handing-in tab of this website.

 

  • Please hand-in a render of the textured and lit scene

 

 

Online course material:

 

Week 4- Basic Lights and materials

 

 

 

 

 

Week 6: Texturing - PART2

 

 

Introduction:

 

The main difference of this course with a course for traditional architectural visualization is the applied complexity of the materials. Effects like aged,  damaged and corroded materials. These materials are designed by combining textures to create a range of effects. These advanced materials are widely used in the movies and games. Besides a basic understanding of building these materials a strategy on how to apply them in relation to the complexity of the geometry is essential for a successful project.  During this workshop we will continue to enhance the materials applied in your scene.

To correctly translate the materials into a rendered image, adjustments of render settings will be needed in order to generate a high quality render. This is especially relevant for the poster project.

 

 

 

The assignment:

 

Continue to further enhance your textures in your scene and enhance the render settings

 

 

Digital Conduct:

 

There are some rules and good practices regarding working with digital files. We will apply these also for this course. This will be taken into account when the project is graded.

 

  • Model: Use layers and Groups to organize the content of your scene. Make sure the geometry fits correctly and check if straight surfaces and lines are actually straight. Before you hand in your 3D file make sure all the unnecessary  information and geometry is deleted.
  • File names: Giving names to digital files. Protocols for giving names to digital files are widely used in the industry. Make sure when you are working on your own flies or with a group that you agree on a fixed format for giving names to files. For example  AR0771- PR (initials maker) - 3Ddetail ( describing content) - V 2 ( version 2) - 24-9-2016 (date when saved)
  • Backup: make sure you backup your digital data on a regular weekly or even daily basis. Make sure you don't re-save the files multiple times but rename them after substantial alterations.

 

Handing in:

 

No material to hand in

 

Online course material:

 

Week 6- Advanced Rendering and materials

 

 

 

 

 

 

 

Week 7: Post production - finalizing the project

 

 

Introduction:

 

However good the quality of the image is or the VR scene there is always room for improvement. With the 3D geometry, lighting and materials completed an additional step is taken to enhance the project.  This is the post production process. This process focuses on refining the image or VR scene without changing the original 3D data.  For the poster this will be done in Photoshop, for the VR scene the render settings will be refined to generate the highest quality possible VR environment.

This step is essential for a high quality project. The quality increase can be substantial.

 

 

 

 

 

The assignment:

 

Finalize the project:

 

  • Enhance the poster in Photoshop
  • Enhance the VR scene through refining the render settings

 

 

Digital Conduct:

 

There are some rules and good practices regarding working with digital files. We will apply these also for this course. This will be taken into account when the project is graded.

 

  • Model: Use layers and Groups to organize the content of your scene. Make sure the geometry fits correctly and check if straight surfaces and lines are actually straight. Before you hand in your 3D file make sure all the unnecessary  information and geometry is deleted.
  • File names: Giving names to digital files. Protocols for giving names to digital files are widely used in the industry. Make sure when you are working on your own flies or with a group that you agree on a fixed format for giving names to files. For example  AR0771- PR (initials maker) - 3Ddetail ( describing content) - V 2 ( version 2) - 24-9-2016 (date when saved)
  • Backup: make sure you backup your digital data on a regular weekly or even daily basis. Make sure you don't re-save the files multiple times but rename them after substantial alterations.

 

Handing in:

 

  • Low resolution version of the poster
  • screen grab of the enhanced VR scene
  •  

Online course material:

 

Week 7- Post production:

 

 

 

 

 

 

 

 

 

Week 2.1 

Please hand in the Parc de la Villette Maya model.

 

Week 2.2 

Moodboard and composition sketch or scene layout (VR) 3D files

Week 2.3 

Please hand in a model of your composition ( poster ) with the correct camera position or a simplified 3D model of your VR scene

Week 2.4 

Please hand in your model with the basic lighting and material setup

Week 2.5 

Please hand in a model of your scene where the surfaces are textured

Week 2.7 

Please hand in your image with a basic color and light correction (low resolution of your poster).

Please hand in screengrabs of your VR scene with added effects ( fire, smoke, water etc )

Week 2.10 

Please hand in your Poster  digitally as PNG in Infobase and your VR scene at @HOK

 

Problem solving

 

  • If you own an Apple laptop  you might have problems installing some of the software we use at the faculty. For help you can drop by @HOK. Student ICT Support for advice.

 

  • Any other problems with your laptop or with installing software Please drop by  @HOK. Student ICT Support for advice

 

 

Self help

 

Help files

  • Maya has a good help function. If you don't know what certain commands do press F1

 

Targeted search

  • Do you encounter a problem, type the exact comment in google and most of the times there will be an explanation of the problem.
  •  

@hok Student ICT Support

  • Depending on the time you can always drop by at @HOK  You can find  @hok at BG.Middle.130 (Ground floor - Main street )

Forums

  • Forums can help you with your questions. There are a range of active forums you could use. Make sure you make your question as clear as possible.

 

 

 

 

Recommended Reading

 

We recommend reading Drawing Scenery: Landscapes and Seascapes by Jack Hamm. Being written in 1972 it still gives good insight on how to fill your "frame" using the rules of composition.

It is available at The Book Depository (free shipping) and Amazon

 

 

Textures & Skies

 

  • CG Textures:    A repository with free textures, you can download up to 15MB per 24 hours; registration required
  • Free stock textures:   A repository with free textures, you can download 5 textures a day max for non-commercial use
  •  sIBL Archive:  An archive with IBL sets complete with a high-res camera background panorama, HDR-textures for reflection and diffuse lighting

 

Graphics & Post-production

 

  •  Adobe Kuler:  Adobe kuler is a simple website which enable you to create various color themes

 

Repository

 

Maya:

 

 

CG references and inspiration

 

  • CGSociety:  Online community for CG artists with portfolios, galleries and a huge discussion forum
  • The Art of Pixar:  Short browse through of the book "The Art of Pixar" with color scripts of some of their movies
  • Roy Korpel:  Photoshop timelapses - see how images are created

 

 

 

 

CONTACT

 

 

Telnr +3127892136

 

Room 01+.West.040

 

Faculty of Architecture and the

Built Environment

 

Building 8

 

Julianalaan 134

 

2628 BL Delft