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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

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
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
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: 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

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 Maya
Toolkit AfterEffects
Toolkit Photoshop
Toolkit Premiere
Toolkit Audition
Toolkit illustrator

Comments

  1. Hi Phil, for Maya tutorials and Toolkit Animation, do we just screen capture our blog posts? This is because most of them are videos.

    ReplyDelete
  2. Hi Ayunie,

    The 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.

    ReplyDelete

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