FAO CGAA Year 1: CG Artist Toolkit Summative Submission Instructions As Per Project Briefs - A Reminder!
Friday May 2nd is the summative deadline for Toolkit: Drawing and Toolkit: Animation & Character. The summative deadline for Toolkit: Autodesk Maya is Friday 9th May.
In preparation for submission you should look again at your various project briefs to ensure you're meeting the requirements as stipulated. For your convenience, I've summarised here the content and requirements as outlined on your three CG Artist's Toolkit project briefs: Drawing, Animation, and Autodesk.
Remember, not only are you submitting the work required of you, you are also being challenged to curate, present and publish it professionally and dynamically. You're expected to take pride in your work and pay close attention to detail.
1: Toolkit: Drawing
A final Scribd portfolio of archived drawings from your sketchbooks. Portfolio should be presented professionally and all drawings dated and compiled in chronological order.
A final Scribd portfolio of all archived drawings produced during your drawing sessions. Portfolio should be presented professionally and all drawings dated and compiled in chronological order.
You are asked to maintain a comprehensive blog archiving and annotating your creative development during the duration of the project. You should use the blog to reflect critically upon your growing knowledge and experience of drawing, the wider cultural and thematic context of the project, and engage collaboratively with your creative partners, peers and tutors.
Organise your work by adding 'Toolkit Drawing' to all relevant blog posts. This will ensure assessors are able to group and segregate your Drawing submissions for purposes of assessment.
2: Toolkit: Animation
A final Scribd portfolio of archived drawings from your sketchbooks. Portfolio should be presented professionally and all drawings dated and compiled in chronological order.
A final Scribd portfolio of all archived drawings produced during your Animation classes. Portfolio should be presented professionally and all drawings dated and compiled in chronological order.
All 2D animation exercises.
Your completed Animation Showreel.
You are asked to maintain a comprehensive blog archiving and annotating your creative development during the duration of the project. You should use the blog to reflect critically upon your growing knowledge and experience of drawing, the wider cultural and thematic context of the project, and engage collaboratively with your creative partners, peers and tutors.
Organise your work by adding 'Toolkit Animation' to all relevant blog posts. This will ensure assessors are able to group and segregate your Animation submissions for purposes of assessment.
3: Toolkit: Autodesk Maya & Supporting Software
Tutorial Submission Check List
Intro to Autodesk Maya
Geometry Types
Character Part 1: Modelling
Texturing Part 1: Common Shaders
Character Part 2: Textures
Texturing Part 2: UV Maps
Lighting & Rendering Part 1: Light & Shadow (Tutorial at 1hr 20mins)
Character Part 3: Lighting & Rendering
Animation Part 1: Using Rigs (Tutorial at 14 mins - Car Only)
Animation Part 2: Using Motion Paths
Animation Part 3: Using MEL
Character Part 5: Beyond this Class - Repeat: Optional
Beyond this Class: Batch Rendering - Repeat: Optional
Lighting & Rendering 1: Intro to Lighting
Part 1: Exterior Lighting - Mid Day
Part 2: Exterior Lighting - Sunset
Part 3: Exterior Lighting - Romantic
Part 4: Exterior Lighting - Night
Part 5: Interior Lighting - Sunset
Modelling 1: Digital Sets
Part 1: Modelling
Part 2: Uv Layout
Part 3: Lighting
Part 4: Colour Maps
Part 5: Bump & Specular Maps
Part 5: Dirt Maps & Final Render
Pre-Viz 1: Intro to Pre-Visualisation
Camera Control Part 1: Creating a Camera Rig
Camera Control Part 2: Pan Shot
Camera Control Part 2: Roll Shot
Camera Control Part 2: Pitch Shot
Camera Control Part 3: Crane Shot
Camera Control Part 3: Dolly Shot
Camera Control Part 3: Distance Shot
Camera Control Part 4: Focal Length
Camera Control Part 4: Coverage
Camera Control Part 4: Camera Shake
Animation 1: Intro to Character Animation
The Bouncing Ball Part 1: On The Spot
The Bouncing Ball Part 2: With Travel & Rotation
Settle & Rest: Pendulum
Secondary Action & Overlap: Hanging Chain
Squash & Stretch: Jumping
Anticipation & Follow-Through: Can Snatch
Walk Cycles Part 1: Mechanics
Part 1: Modelling
Part 2: Uv Layout
Part 3: Lighting
Part 4: Colour Maps
Part 5: Bump & Specular Maps
Part 5: Dirt Maps & Final Render
Pre-Viz 1: Intro to Pre-Visualisation
Camera Control Part 1: Creating a Camera Rig
Camera Control Part 2: Pan Shot
Camera Control Part 2: Roll Shot
Camera Control Part 2: Pitch Shot
Camera Control Part 3: Crane Shot
Camera Control Part 3: Dolly Shot
Camera Control Part 3: Distance Shot
Camera Control Part 4: Focal Length
Camera Control Part 4: Coverage
Camera Control Part 4: Camera Shake
Animation 1: Intro to Character Animation
The Bouncing Ball Part 1: On The Spot
The Bouncing Ball Part 2: With Travel & Rotation
Settle & Rest: Pendulum
Secondary Action & Overlap: Hanging Chain
Squash & Stretch: Jumping
Anticipation & Follow-Through: Can Snatch
Walk Cycles Part 1: Mechanics
Rigging 1: Intro to Rigging & Constraints
Biped Rigging Part 1: Feet & Legs
Biped Rigging Part 2: Spine
Biped Rigging Part 3: Arms
Biped Rigging Part 4: Head, Neck, & Final Grouping
Rigging Techniques 1: Leg Piston
Rigging Techniques 2: Eyes
Rigging Techniques 3: Object Exchange
Rigging Techniques 4: Tails
Texturing 1: Intro to Texturing
Biped Rigging Part 1: Feet & Legs
Biped Rigging Part 2: Spine
Biped Rigging Part 3: Arms
Biped Rigging Part 4: Head, Neck, & Final Grouping
Rigging Techniques 1: Leg Piston
Rigging Techniques 2: Eyes
Rigging Techniques 3: Object Exchange
Rigging Techniques 4: Tails
Texturing 1: Intro to Texturing
Sampler Info Node: Double Sided Shader
Sampler Info Node: X Ray Shader
Sampler Info Node: Faked Rim Lights
Sampler Info Node: Transparency
Surface Texturing Part 1: Maya Fur Presets & Attributes
Surface Texturing Part 2: Fur Hat
Visual Effects 1: Deformers
Visual Effects 1: Non-Linear Deformers
Visual Effects 1: Blend Shapes with Inbetweens
Visual Effects 1: Creating Mirrored Blend Shapes
Visual Effects 1: Wire Deformers
Visual Effects 1: Sculpt Deformers
Sampler Info Node: X Ray Shader
Sampler Info Node: Faked Rim Lights
Sampler Info Node: Transparency
Surface Texturing Part 1: Maya Fur Presets & Attributes
Surface Texturing Part 2: Fur Hat
Visual Effects 1: Deformers
Visual Effects 1: Non-Linear Deformers
Visual Effects 1: Blend Shapes with Inbetweens
Visual Effects 1: Creating Mirrored Blend Shapes
Visual Effects 1: Wire Deformers
Visual Effects 1: Sculpt Deformers
Visual Effects 2: Render Layers & Compositing
Visual Effects 2: Stereo Camera Rigs
Visual Effects 2: Render Layers Part 1 - Software Rendering
Visual Effects 2: Render Layres Part 2 - Depth of Field
Visual Effects 2: Stereo Camera Rigs
Visual Effects 2: Render Layers Part 1 - Software Rendering
Visual Effects 2: Render Layres Part 2 - Depth of Field
Visual Effects 2: Render Layers Part 3 - Mental Ray & Matte Passes
Skinning 1: Intro to Skinning
Smooth Bind Part 1: Edit Weights
Smooth Bind Part 2: Paint Weights
Smooth Bind Part 3: Influence Objects
Interactive Bind & Paint Weights
Toolkit Maya
Toolkit AfterEffects
Toolkit Photoshop
Toolkit Premiere
Toolkit Audition
You are asked to produce a comprehensive blog archiving and annotating your growing knowledge of Autodesk Maya & Supporting Software for the duration of the project. You should use the blog to demonstrate the completion of class tutorials, reflect critically upon your own development in use of software packages, and engage collaboratively with your creative partners, peers and tutors.
Important: organise your work by adding the following labels to relevant blog posts. This will ensure assessors are able to group and segregate your Autodesk Maya & Supporting Software submissions for purposes of assessment.
Toolkit AfterEffects
Toolkit Photoshop
Toolkit Premiere
Toolkit Audition
Toolkit illustrator
Hi Phil, for Maya tutorials and Toolkit Animation, do we just screen capture our blog posts? This is because most of them are videos.
ReplyDeleteHi Ayunie,
ReplyDeleteThe best way to anthologise video content is a) to ensure they're all labelled accordingly and b) to create a list of links to the video content as part of the final submission post - so Alan/Meg can see 'at a glance' what's there.
Got it! Thank you! :)
Delete