Modeling for Games with NURBS in Maya
Schedule: June 28-29 or August 23-24.
Times: Saturday 10am-4pm, Sunday 12pm-4pm
Cost: $350.00
Registration: via mesmer.com in Classroom Training section->
Course Calendar, or call Mesmer at 800.237.7311
Taught by David Choi, a veteran of Microsoft IMP, Microsoft Games Group, Boss Games Studios, Sierra Interactive, and Humongous Entertainment, this class is appropriate for anyone with existing Alias|Wavefront Maya experience who wants to take their work to a new level. David's web site: www.3david.com
In the old days, when you wanted to create 3D art for video games, it was all about polygons. It was polygon "this" and polygon "that", and the lower the count the better. Also, in the old days, when you wanted to create 3D art for movies, it was all about NURBS. It was NURBS "this" and NURBS "that" and the more detailed the better. Nowadays, the technology for video gaming has advanced by leaps and bounds, and as you’ve probably heard it said a hundred times or more, the boundaries between video gaming and movies are blurring. I remember when I was learning 3D art, every tutorial I came across or class I took was either for the one, "polygons" or the other, "NURBS", but not much mixing of the two. The funny thing about that is it still seems pretty much that way. Which is why we’ve come up with this class, "Modeling for Games with NURBS". This class is intended to mix the two. It’s all about getting the chocolate into the peanut butter and the peanut butter into the chocolate. Better still, you’ll have an instructor with extensive 3D gaming experiences whom you can throw all your questions to whether it’s related to this topic or not.
In this class you will specifically learn how to use the NURBS surfacing toolsets and techniques for the purpose of building models for the gaming industry. The class will be conducted over a weekend and is for those who are already familiar with Maya or have already taken an introductory class. Here is just a hint of the topics that will be covered.
- Working with CV and EP Curves.
- Projecting Curves.
- Re-Building Curves.
- Creating Surfaces with Curves.
- Socking.
- Redirecting.
- Global Stitching.
- Converting to Polygons.
- Creating a Texture Sheet.
Plus, aside from the topic at hand, we’ll have a chance to talk about the buzz on the gaming industry and share some advice on how to get hired.
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