For the start of the Academy Year, we will be using Autodesk Maya as its an industry-standard.
Autodesk Maya a broad range of attractive dynamic and complex models to life - from Weapons and Environments to Creatures and Characters.
Master a full toolkit of helpful tools and shortcuts, to produce stunning models and get the most from your effort.
Important Goals that we much achieve in the first several months are:
Learning the Basics/Intermediate tools of Autodesk Maya
Learning the Geometry Workflow for the Game and Film Industry
Creating and working with complex geometry
Creating your first models
Working with Deformers
Understanding how Blend shape Geometry works
Learning the workflow between software
... Next, it's the Sculpting Department, where the artist falls in love with his/her creativity.
ZBrush is the most advanced digital sculpting program out there. What separates it from other 3D tools is that ZBrush mimics traditional sculpting techniques all done digitally on a computer.
Sculpting in ZBrush, it's like working with a digital ball of clay, shaping the object as if you were working by hand.
In this part of the pipeline, you will learn how to use ZBrush as a conceptualization tool for organic and hard surface models.
The concept model will then serve as a guide to create a clean mesh using Maya's retopology tools. They will conclude by learning all of Substance Painter available features for texturing.
hmm... hard to understand we know...
so the instructors from M3DS have
prepared a video to help you.
"Keep in mind that the best artist in the sculpting industry
have stick man drawing abilities!"
UV Mapping is the 3D modeling process of projecting a 2D image
( image2 ) to a 3D model's surface ( image1 ) for texture mapping, essential for texturing, but not very interesting.
The UV can be created in multiple programs but with the new futures of Autodesk Maya, we have the advantage to create quick and industry-standard UVs.
If we don't create the UVs properly, we would not be able to Texture our Models professionally.
But don’t worry! We explain UV Mapping in the most crystal clear and easy to follow way that you’ll never have trouble with UVs again.
Never before has learning UVs been so painless and quick!
Texturing Department ''RIP Graphics Cards''
With Substance Painter, you will learn abilities to push your objects to the limit until real-world materials at the push of a button, blend them across your model to produce stunning works of art, in no time at all.
Nearly every AAA game studio uses Substance Painter, making it the industry standard for physically-based rendering material authoring.
Here we will start with the basics, showing you how to create a project and import assets, as well as use the integrated baking system.
Fundamentals of Substance Painter
Normal & height map ( transferring the maps from Zbrush )
PBR metal/rough & spec/gloss
Alphas, textures, and shapes
Creating your own custom materials
Export for Unreal Engine, Unity...
Rigging - Creating Controls for your Models
the seven month in the Academy keep it going!
Rigging for some artists Rigging its amazing for someone its pain in the hours...
In the industry Rigging was and it's still the hardest and most creative department.
Because for some characters in the Animation movies they have more than 6000 controls!
In the Academy, you will have the chance to learn how to ring your own characters and model.
Understanding the influence of the geometry (example skin)
Creating custom controls
Rigging mechanical models
Creating Facial rigging and controls
What will be the most interesting thing is we will be creating a rig for motion capture where we are going to test our rigs with our own acting abilities!
Animation - the character animators start bringing the characters to life
When we start animating that means we can start now implementing our feelings and emotions to the characters, our goal its to achieve the personality and acting with the right sense to the characters.
We will start by learning the fundamentals of the traditional 2D animation
Learning the workflow for Game and Film Animation
Animating walk and run cycles
Animation Live-action scenes
We will be working with Motion Capture Suits acting our animations and refining it.
Finally, we will be creating Animations for your Game project!
Find out how motion capture works >>>
here is where you realize that you need a new PC
Unreal Engine gives you everything you need to start from enterprise applications and cinematic experiences to high-quality games across PC, console, mobile, VR and AR.
In this course, you will get a basic understanding of game mechanics and gameplay also you will be able to develop a game from scratch using blueprints.
Be able to combine multiple animations for your games characters create costumes environments, AI (Artificial Intelligence) for your game as well as
the game logic and boundaries you’ll want to have.
No Portfolio No Certification
When the student is finishing the Academy Year they must provide a graduation project is a short animated movie for which the student will write a script, create characters, environments, and animation. The video will be an excellent contribution to your first portfolio.
When the student successfully completing the practical assignments, delivering the final project and their portfolio, each student will be able to receive an international certificate of completion from Autodesk Training Center.
As a certified specialist will be entered into the Autodesk Certified database.
KEEP IN MIND!!! The student Portfolio is the most important aspect of the whole graduation where the student is showing their best work.