In this 11 week workshop, we will be introducing several project based assignments to take you from Zero to Hero in 11 short weeks while exploring the entire production pipeline. We start by introducing you to the powerful Autodesk Maya toolset and quickly start modeling props from provided reference materials as well as collecting your own reference images for your own unique projects. We start with Cubic and Hard Surface models focusing on recreating the bevel and round edges these objects have. We will then move on to Cylindrical and Spherical objects and discuss strategies for each. There is a focus on Smoothing these models before render time to make them Photorealistic as well and creating low poly versions for our VR and Real-Time simulation applications (Game). Using these techniques together we can create very advanced hard surface models. Organic Modeling is next, we look at the human form and the tools for creating these models. Preparing meshes for texturing by using the UV editor is taught throughout all of these lessons and makes surfacing these models with realistic Textures and Bump Mapping possible. An Introduction to Lighting models, Animation with the Graph Editor, Rendering with Maya’s Software and Solid Angle Arnold engine, and Compositing shots ensures all students will be successful throughout their entire career here at iAnimate.net by developing a Demo reel.
Workshop Two builds on what we learned in the first workshop and gives students the opportunity to build some amazing Props to use in their Animation and Video Game projects. Need a Chainsaw, Assault Rifle, Musical Instrument, or Vehicle for your project? No problem. Want that prop to function and have animated features pre-built in? You got it! Students will capture their own reference material and create amazing set props that are convincing and rigged, ready for use in your animation or game. We will also be creating Set pieces that will be perfect for your Real-Time (Game) and pre-rendered Feature Film uses. Set Design Project topics will cover both interior and exterior sets. We will make use of hard and soft surfaced objects with animated elements such as wind blowing through trees and curtains, water flowing over rocks, and clouds moving across the sky to create convincing environments. Finally, we will light these amazing Sets with Daytime and Nighttime Lighting Models. Baking lighting into textures will ensure our game engine will look just as amazing as our scene looks when rendered with the Arnold Render Engine within Maya.