Wednesday, April 24, 2019

Finals Checklist!

Finals Checklist:

On Monday, May 5th, please make sure you have the following items turned into the server. For each project, you should turn in two folders: (1) Your project folder so I can check your organizational methods and (2) snapshots or renders of your projects. You are free to add to your current folders if need be. Just make sure your folders have everything listed and organized as necessary!


Proper naming conventions for your renders are also listed.
  • Project 1: Your first composition project. 
    • [lastname_p1a, lastname_p1b, lastname_p1c]
  • Project 2: Your first three models you created.
    • [lastname_p2a, lastname_p2b, lastname_p2c]
  • Project 3: Your second set of three models you've created.
    • [lastname_p3a, lastname_b3b, lastname_p3c]
  • Project 4: Your Set of three simple interiors, built with lighting.
    • [lastname_p4a, lastname_p4b, lastname_p4c]
  • Project 5: The environment sketches we built -- one of the lab, and one of a chosen location on campus.
    • [lastname_p5a, lastname_p5b]
  • Project 6: Your environment project! Produce 3 image renders of your current environment's progress at 1920x1080 resolution! Refer to VIDEO 3 for instructions on lighting and rendering!
    • [lastname_p6a, lastname_p6b, lastname_p6c]
  • Project 7: Rendering your environment project!  Your 4 playblasts of your environment, as well as the rendered video of your final scene. (the final scene is created by editing together a few different camera angles from your movie)  Remember to batch render your final artwork! Make time to render it properly, if you're making updates!
    • lastname_p7a, lastname_p7b, lastname_p7c, lastname_p7d, and lastname_p7final
  • Project 8: Renders of your 5 character poses from your first animation rig practice!(resolution: 1920x1080)
    • lastname_p8a, lastname_p8b, lastname_p8c, lastname_p8d, lastname_p8e
  • Project 9: Playblasts of your 2 character animaiton sequences, and two ball bounces!
    • Folder: Character animation
      • lastname_p9a, lastname_p9b
    • Folder: Ball Bounces
      • lastname_p9c, lastname_p9d
  • Project 10: Your 3 Sculpted Vegetables and Fruits! Make rendered turnarounds like mentioned in class on monday!
    • lastname_p10a, lastname_p10b, lastname_p10c
  • Project 11: Your Final Project! [required folders are below:]
    • lastname_finalcontent [a folder containing the final, RENDERED artwork. 1920x1080 resolution]
    • lastname_devMaterials [any reference images, or videos you use to produce your project
    • lastname_projectfiles [project files for your final]
    • A description of your final project
  • Project 12 (Extra Credit):
    • Create, in a folder, a portfolio of your best work from the semester! Look online at how 3-D art portfolios are designed and make something similar for yourself! Bonus if you include any small models or sequences you have created outside of class!

Monday, March 25, 2019

Rendering 3-D Animated Content!

This week! Our goal is simple: Produce your first animated videos from your environment projects!  Notes below to help guide the process.

Steps for rendering your movies:

**BEFORE YOU BEGIN: Go to File, and Set Project. Make sure your project is set to your respective scene!

  1. Go to your Render Settings. Pick the renderer you want to use, set your proper pixel dimensions, and set the proper file type.
  • Image Format: can be PNG, or anything else. (png will be used for this project for smaller file sizes.)
  • Frame Range: Sets a number of frames for your project. Use the proper number of frames by multiplying your frame rate by the number of seconds of animation you need. In this example:  5 seconds x 24 frames = 120 frames.
  • Frame Padding:  Adding Extra Zeroes [0] in front of a file name to make sure numbers line up properly. Example:  001.png, 002.png, etc.
    • Tip: Add one extra zero than the ultimate number of frames you're creating.  If you are creating an amount with three digits, add 4 zeroes of frame padding so the highest frame number you can possibly have is 0999.png
  • Resolution: Pixel Ratio! For final work: 1920x1080.  In class today, we'll do 960x540 to get a feel for the process!
  • Frame/Animation Ext: "name_#.ext"  This enables us to save out multiple files!
  • Note, at the cost of longer times, you can change the "Quality Setting" of your scene to anything higher than 25%. Shadow quality and lighting quality will increase.  (Check the quality tab.)

After confirming settings, in the RENDERING menu, go to Render ---> BATCH RENDER ---> []
This will set Maya to export the number of frames you have previously set up. You can check progress by opening up your IMAGES folder on the server and checking out the progress there.


Once your shots are exported, we now compile them in a video editing program! We can use Premiere or After Effects, but for the sake of this tutorial, we'll use after effects!

In AFTER EFFECTS:  Open up the Preferences window:  Under "Import" make sure you put the sequence framerate to 24. 

Make a new composition. Settings are below.


In the Project Window: Right click and select Import Multiple Files


In the following window, you will shift select your files, and want to make sure you select the box that says PNG sequence.



From there, we will click, COMPOSITION ---> add to render queue, and use the file settings below!

Monday, March 18, 2019

Class Cancelled

Hey Class!  I got unlucky with the changing weather. 

On the bright side, I should be better in time for Wednesday.  I know, in your respective class, we're continuing a big project we're working on. For now, consider today to be a day where you have a little extra time to wrap up any progress you were making on your projects over spring break. Wednesday will be a day where I'll review everything you've worked on so far, and help steer you in the right direction for what comes next.

Tuesday, (instead of today,) I'll drop information across all class blogs for you, just to help prepare for the following next steps of our projects:

AN225: Layout and Character Animation.
AN310: 3D Batch Rendering and Filming with Manual 3-D Cameras
AN299: Mastering Audio, Non-Linear Editing, Mastering, and Distribution

Apologies for not being able to see how refreshed everyone is after spring break! I look forward to seeing all of you again soon!
~Shaw

Wednesday, March 6, 2019

Homework for Monday, March 18th, 2019

Finish Modeling ALL of your Objects for your scene!  Have 90% of your objects textured!

When you come back from spring break, we will add cameras to your scene! We will also talk intermediate texturing strategies and camerawork and cinematography tips!

Monday, March 4, 2019

Monday, February 25, 2019

A sample process for modeling your environment project!

As requested: Below lies an example for creating your environment project!


  • Gather reference images that relate to the idea you are creating.
  • Start by sketching out a draft of your scene. Use the techniques we mentioned in class to get a decent idea of basic size relationships, lighting, composition, and the like.
    • Give your objects basic shaders so you are aware of the color relationships in each part of your project!
  • Then, put that version of your scene in a layer
    • Set the layer to "Reference(R)" or "Template(T)" so you can start building the actual models of your scene.
  • Model your objects at this point! Work one at a time, working from the origin (place where the x, y, and Z axis intersects).
  • Place the objects in their respective locations.
  • Once 90% of your models are created, start texturing your scene! Use this time to flesh out the basic shaders you have already created!
  • Go back to the lighting you originally established. You will probably need to make updates! Add, remove, or enhance the lighting and shadows you have to make a more believable scene!
  • Continue texturing your scene, creating test renders to check different parts of the scene.
  • When you are almost done, add in any last elements you need to tie the scene together!
  • When you are done, produce your final renders! Open those images in photoshop and make any final edits to contrast or depth of field that you choose to create.

Sunday, February 24, 2019

MIDTERMS CHECKLIST

Midterms Checklist:

On Wednesday, February 27th, please make sure you have the following items turned into the server. For each project, you should turn in two folders: (1) Your project folder so I can check your organizational methods and (2) snapshots or renders of your projects.


Proper naming conventions for your renders are also listed.
  • Project 1: Your first composition project. 
    • [lastname_p1a, lastname_p1b, lastname_p1c]
  • Project 2: Your first three models you created.
    • [lastname_p2a, lastname_p2b, lastname_p2c]
  • Project 3: Your second set of three models you've created.
    • [lastname_p3a, lastname_b3b, lastname_p3c]
  • Project 4: Your Set of three simple interiors, built with lighting.
    • [lastname_p4a, lastname_p4b, lastname_p4c]
  • Project 5: The environment sketches we built -- one of the lab, and one of a chosen location on campus.
    • [lastname_p5a, lastname_p5b]
  • Project 6: All current progress on your big environment project! Produce 3 renders of your current environment's progress in 1/2 resolution! Refer to VIDEO 3 for instructions on lighting and rendering! (960 x 540).
    • [lastname_p6a, lastname_p6b, lastname_p6c]

Wednesday, February 20, 2019

Homework for Monday, February 25th, 2019

  • Come to class with as much of your environment modeled as possible! We will talk more about texturing methods next week.
  • In addition to this, bring project files and snapshot images of everything you have created so far to class! I will post a writeup that will show you how to turn in your assignments.
  • For any questions or concerns, please email me! Have a great day!

Monday, February 11, 2019

Prelude to your Environment Project

ENVIRONMENT PROJECT:
  • Deadline: TBD
  • Research and develop an environment of your choosing!
    • The environment MUST tell us the story of an individual without us ever seeing the character. (World-building)
    • NO WIDE OPEN FIELDS OR DESERTS.
  • Think scale (the size of your scene): How big or how small is it supposed to be?
  • For fictional environments:  The objects you make must have purpose, be functional, and be recognizable in their function.
  • Build your objects EFFICIENTLY!
  • Tip: Keep it simple!
YOU NEED TO HAVE THE FOLLOWING ITEMS IN YOUR ENVIRONMENT:
  1. floor and walls
  2. a place of rest
  3. an object of practical interaction (to put stuff in or put things on)
    • a box? treasure chest? table?
  4. an open container (a cup or a bowl)
    • Reminder: To use the revolve tool:
      • go to your front view
      • draw a curve
      • hold the  "X-key," click on vertex. Snap to Origin (the dark center x and y axis line)
      • click on SURFACES --> REVOLVE
      • click on SURFACES ---> REVERSE DIRECTION
  5. create a physical light source.
    • a lightbulb from the ceiling, a candle, a lamp, a flashlight, etc.
  6. AND... THREE objects that give us a clue to where we are!

Next week: We will cover building a camera and animating a camera moving through the scene! For now, focus on building your environment and establishing lighting!


BEGIN YOUR RESEARCH!

Create a folder with 20 images of 3-D environments that match the tone, lighting, or aesthetic you want to achieve!

* In this project, it is OKAY if your final result is not the same quality as your references! The quality of your assets should be determined by how close those environments are to the camera!

Wednesday, February 6, 2019

Homework for Monday, February 11th

Using what you have learned, build 3 simple interiors!

  • Each should be built in a seperate file.
  • Make sure you light each one!
  • Each scene should have a minimum of four objects in it! (not including copies!)
  • When done, make a render of your scene and take a snapshot of it with COMMAND + SHIFT + 4!
  • Tips:
    • this project is about taking what you understand about models to build larger scenes. We will start talking about texturing next week, so this will give you some projects to experiment with! That said, I will check for each scene!
    • Don't shoot for the most complex, most detailed scenes in the world. Shoot for overall composition and feeling within the space. 
    • Treat each scene like it's own location!

NOTES FROM CLASS ARE BELOW:


MODELING MENTALITY:  what you should think about when modeling objects!
  • Number of Polygons: How do you create that object with the least amount of polygons?
  • Topology: The way edges and vertices FLOW across your model!
  • Basic Silhouette: Which basic shape to choose when modeling an object and how to build off of it!

LIGHTING TIPS:
  • Key Light:  Strongest light in the scene.
  • Fill Light:  Slightly weaker light that fills in shadows and makes them softer.
  • Rim (or Back) Light: Lights the edge of your characters from behind. Separates them from the background.


TOOLS TO MAKE MODELING EASIER:
  • Paint Selection Tool
  • Sculpting Tool (Sculpting Brush tool)
  • Modeling Toolkit: A collection of tools to make cutting your object easier.
    • Connect tool: Draws an edge loop in the center of your object.
  • Duplicate Special: Make a LOT of copies of your object!
  • Soft Selection Tool: 

SCENE BUILDING TIPS:
(how many of the following were you able to do?)
  • Ideate a scene (come up with an idea)
  • Pick a few objects to model.
  • Model those objects.
  • Position those objects in a composition.
  • Qualify your arrangement as a scene?
  • Start to light your scene?
  • Finish lighting your scene?
  • Produce a render of your scene?

Monday, February 4, 2019

Lighting Tips!

Below are notes on the basics of lighting and rendering in Maya! As a note for yourself: If you need to work from home, you will need to download and install the MENTAL RAY PLUGIN for MAYA 2016. It can be found at this link!

Basic Lighting and Rendering:



To select: Create ——> Lights ——>  (type of light)

Types of Lights:
  • Directional Light: Works like the sun. Light entire scene in one direction
    • Intensity: On all lights: Will change the intensity of the light itself and the brightness of that intensity.
  • Spotlight:  Works from a single infinite point. Lights in a cone shape, outward towards an object.
    • Drop-off will change the softness of the light itself.
  • Ambient lights: Creates a soft light that paints the entire scene in a specific blend of light and light color.
  • Point Lights: Operates like a candle. A miniature star that emanates from a single, solitary point in space.  The light gets softer as it moves through the air.
  • Area light:  A light that emits in a specific direction, marked by a box and an indicator.
  • Volume Light: A light that emits all objects inside a cage. Light will not escape outside that wire cage.

THESE LIGHTS OPERATE AND CONTROL THE WAY LIGHTS AND SHADOWS EMIT.
NEXT, WE CONTROL THE WAY LIGHT BOUNCES OFF THE OBJECTS USING….
  • Material Choice
  • Renderer Choice

Materials:
  • Blinn: Used to generate basic highlights and reflections
  • Lambert: Used for a matted look.
  • mia_material: The most commonly used shader for Mental Ray Rendering. Used to achieve a variety of effects — like glossiness, reflections, specularity — as well as textures (rubber, concrete, gold, metal, etc.)

Renders:
  • Maya Software: Basic render that calculates lighting based on the software controls in Maya.
  • Maya Hardware: Basic render that calculates lighting based on the hardware of the computer.
  • Maya Hardware 2.0: New(ish) renderer that produces a much more realistic image much faster.
  • Mental Ray: Lighting engine commonly used to achieve realistic lighting settings by taking advantage of a number of controls that effect the way light interacts with objects and cameras.
  • Arnold: New render to maya that is also used for advanced lighting; used in other applications, comes as part of Maya as of this year.

RAYTRACING SHADOW ATTRIBUTES:
  • Light angle: Adjusts the softness of the light.
  • Shadow rays: Adjusts quality of the light.
  • Ray Depth Limit:  The number of times light bounces off of objects before is dissipates into shadow.

Wednesday, January 30, 2019

Additional Modeling Tips!

  • Duplicate Special:
    • use X and D to select an object.
    • move cursor to origin.
  • edit - duplicate special.
  • Soft Selections: B Key.
  • Cords: Use EP curve tool for precise drawing, or cv curve tool for more general drawing.
    • Surfaces ---> Extrude
    • Make holes using booleans. 
  • Booleans:  Mesh —> Booleans —> Union, Difference, or Intersection

    • Union: Join 2 objects
    • Difference: Subtract first object from second object.
    • Intersection: Subtract everything but the intersection.
  • Options for More Organic Modeling:
    • Soft Selections: Tap B Key. (Hold B key to change soft selection brush size.)
    • Paint Selection Tool: Faster method of selecting components on a surface!
    • Mesh Tools -> Sculpting Tools -> Sculpt Tool
      • Photoshop-like brush tool for sculpting objects!
      • Settings for brush size and strength.
      • Keys for manipulation:
        • Hold Shift Key to soften objects
        • Hold control to draw the opposite action. (hill becomes valley, etc.)
        • Hold B key to control brush size as well.

Wednesday, January 23, 2019

Homework for Monday: January 28th

BASIC MODELING TIPS
 



A. Complete your in-class assignment where you try to build a 3-D model of some simple 2-D object! You are allowed to model bottles or cups for this version of your project!

B.  Using the skills you have learned this week, create a BRAND NEW 3-D model of a single object!  You will want to bring the object to class so we can compare your model to the original!
avoid simple models like cups and the like.

  • Avoid objects that are too organic and complex, like backpacks, drapery, people, or animals (toy or otherwise)
  • In this project, the goal is to learn how to model hard surface objects (inanimate objects that make up environments and objects that we commonly use!
  • Good examples for this project:
    • A pair of glasses.
    • A hat.
    • A shoe.
    • A chair or table (make sure the object is portable enough to bring to class!)
    • Headphones
    • Keys
    • And many other objects!

  • For this project: I am grading based on the following:
    • Composition: Can we identify the object or scene you have created?
    • Understanding of tools: Can you identify the basic tools you have used and walk us through your scene?
    • Naming Conventions and Organization:  Can you create a project that properly names every element you have used in your scene? (DID YOU NAME EVERYTHING?)
  • A link to Maya's basic hotkeys can be found at this link:  

Monday, January 14, 2019

Getting Started: The interface!




NOTE: VIDEO 2 is for next week. Watch at your leisure if you have completed everything else, including the homework.

BASIC MODELING TIPS
 



Videos will be provided in this class!  To view a video walkthrough of Maya's interface, please click this link!  Note: So your videos stay protected, they are currently unlisted on youtube. This allows you to comment on them and post questions for future classes without needing to worry about public meddling.  I will keep a list of videos in a sidebar once video #2 has been uploaded!


To Create a new Project: Go to File ---> Project Window.

  • Click "NEW"
  • Type a name for your project folder, select the destination (Documents, Maya, Projects)
  • Hit Accept!

Basic Tools (items in red are useful tools are not using yet write them down in your notes for later):
W- move
E- rotate
R- scale
G- repeat last command
- exit tool
b- soft selection
shift + . - grow selection
alt + b - change background color
- fit to selection/frame window
a - show all objects on screen
ctrl + a - open attribute editor/channel box
ctrl + delete - deletes an edge loop( 2014 version and up only)
command + G - Group Objects Together!
- standard mode
2 - subdivision mode with cage
3 - subdivision mode
- wireframe view
- shaded mode
6 - texture mode

The UV texture Editor helps an artist assign custom textures to models!  We can create a PSD network that specializes in refined mapping of different types of surfaces and materials onto a model!

Types of Modeling Tools:
Basic movement tools (move scale and rotate)
Sculpt Geometry Tool
Lattices
Advanced Selection Tools (To Vertices, To Edges)
Convert > Smooth Mesh Preview to Polygons
Subdivision Modeling: Mesh > Smooth

The Channel Box gives us NODES to adjust our models at every stage of production.
The Attribute Editor lets us adjust shaders at every given stage of production.

The Layers Tab makes it easy for us to group objects!

  • To use it go to Layer -> Create Empty Layer OR Layer -> Create Layer from Selected

Rendering a scene is done within our RENDER SETTINGS for our animation!

Homework for Wednesday, January 23, 2019

Using the knowledge you have gained from class(on wednesday), create a small scene from a number of primitive objects! I'm not looking for excess detail or excess simplicity, but I am looking for a resolved scene that further pushes your skills beyond what we learned in class!

Here is an example:


  • Give yourself no more than 5 hours on this project!  Below are notes from our first class. Use them at your discretion!
  • For this project: I am grading based on the following:
    • Composition: Can we identify the object or scene you have created?
    • Understanding of tools: Can you identify the basic tools you have used and walk us through your scene?
    • Naming Conventions and Organization:  Can you create a project that properly names every element you have used in your scene? (DID YOU NAME EVERYTHING?)
As a reminder: refer to the previous post for information about the interface and basic navigation!

Happy New Year! Welcome to AN310!


COURSE# AN310: 3-D Computer Animation
Location: Mac Lab 3 – Room 004
Instructor: Michael Shaw
Time: Monday and Wednesday 1:00 PM – 3:30 PM
Contact: mshaw@mca.edu | 901.282.3902
Office Hours: Monday and Wednesday: 6:30 PM - 8:30 PM, Mac Lab 3 (Room 202)

Course Description:
Welcome to AN310!  This course explores the finer workings of producing computer-generated 3-D content and the processes we have at our disposal for achieving this endeavor!  The course utilizes modern 3-D and CGI tools to create environments, high-resolution models, cinematic studio lighting and realistic lighting, as well as introductory animation and video renders! The computers are outfitted with all the software needed to make the work of your choosing!  While in this class, every student will be given the chance later in the semester to pick a focus for a “final 3-D assignment,” where the student will be given the opportunity to produce content within a centralized medium and theme.

Methods of Study – The Flow of Class is as follows:
Class Readings / Video Demonstrations:
Due to the nature of our content, each week, students will be given video demonstrations and reference material to cover new course topics. This will serve as preparation for the next class’s content as well as permanent resources for you!

In-class discussion and lessons:
Often we will reflect on the material in class via group discussion. This is an opportunity to field questions and prepare us for content creation.  Often we will consider creation strategies, rendering methods, and previously established development pipelines, to create our own art.

Interactive Demonstrations:
For our class: Demonstrations will often be given with an interactive twist. You will be asked to demonstrate a skill, which we will then add on to, piece by piece.  This will be done to help you learn, implement, and master new techniques for art making within this class! 3-D art is generated via many different avenues. To strengthen your skills, each lesson builds off of the last.

In addition to this: You can download a copy of Maya 2016, 2017 and Mudbox from the Autodesk website for free. They will be compatible with the computers in Mac Lab 3, so you will be able to do work from home computers/laptops, granted you have the proper software updates! The goal of all class work and lessons will be to give you the tools necessary to develop into a better artist, character modeler, designer, and animator!
Note: A majority of the content of this class will be produced in MAYA 2016, to teach you rendering and texturing concepts that are important to the history of 3-D production and common development practices.


Projects:  Projects will be divided into two types:

In-Class projects will be shorter assignments tied to demonstrations. These are projects that will help you understand and implement new concepts.  Often they will be due at the end of class, or by the end of the following class.

Large-scale projects will be the longer assignments that work towards building a body of work you will turn in at the end of the semester.  These projects include short sequences, models, environments, and animation tests.  For some of these assignments, you will be given the choice to work together as a group, or alone. Prior to the first assignment where this is a possibility, we will have a day where we discuss group dynamics. Each project will be executed in stages including the following: Investigation; Brainstorming; Creation; Reflection; Revision.  

Reflection time will be given for the day after a project is turned in. We will take a day to review all assignments, and come back to class with our findings in an open discussion. This process gives you the tools to leave what (for many of you) is your final animation class with the ability to direct yourself into new avenues of exploration! This will help you quite a bit when we get to professional development.

Class time will be divided between instruction and implementation, both often occurring at once.  You will be notified of any scheduled studio days for projects. On those days, I will be in class and serve as a guide to help with problems, critique assignments, and answer questions!

Fields of Study Include:
----------------------------------------
Basic Maya Interface: Learning how to work in 3-D.
Lighting: How to create bones for a 3-D Character of your creation, and how to make the subsequent skeleton function properly within an animation. (We actually have a software granted to us by a third party to help alleviate this process! i.e. save time!)
Texturing: The meat of this class:  How to apply your 2-D animation skills in a 3D environment, and make believably moving and acting 3-D characters!
Modeling: What it is, how to do it, and how to do it faster?
Mudbox and Organic Modeling: How to use sculpting software to build more organic-looking models, and integrate them into your workflow!
Cinematography: Using Cameras in 3-D Animation
Blend Shapes: Making an animated objections morph and act in space.
Basic Character Animation: Using a pre-constructed rig to practice character animation and movement!

DEPARTMENTAL OUTCOMES:
Students will demonstrate the capability to organize and present concepts verbally.
Students will demonstrate the capability to organize and present concepts audibly. 
Students will produce evidence of an understanding of the methods of 3-D computer graphics production.
Students will be able to coherently communicate the content of their 3-D productions.
Students will demonstrate the time management skills necessary to complete the entire 3-D art creation process.
Students will demonstrate the capability to effectively publish their animation art via the web, and integrate it into their current body of work.

PROFESSIONAL OUTCOMES:
Students will demonstrate the ability to write an artist statement.
Students will demonstrate the ability to document their work.
Students will demonstrate basic computer/software literacy applicable to their field.
Students will demonstrate the ability to give a public presentation about their work.
Students will demonstrate the ability to research to stay current in their field.
Students will demonstrate basic knowledge of communication etiquette in their field.
Students will demonstrate the ability to work collaboratively.

-------Assignments and Requirements ------
You are required to attend class everyday, on time.  We will start class @ 1:00 PM every day, unless otherwise noted.  The first 7 minutes of class will be for students to load projects and assemble assignments for the day. Any student in the door after 9:07 will be considered tardy. As written the Student Handbook, students who miss 6 days of class (three weeks of course instruction) will fail the course.  Three Tardies = 1 Absence. This will be strictly enforced. Prior to this event, any student that must miss a day needs to notify me ahead of time, long before the start of class.  Anyone who wonders into class at least 30 minutes after class begins will be considered absent for the rest of the day. 4 absences (two weeks worth of absences) result in a loss of one letter grade.

------- IN THE EVENT THAT YOU ARE ABSENT --------
If you are absent, you must catch up on assignments via consulting other students first, and myself via email second. I reserve the right to notify students ahead of time for any day that MUST NOT BE MISSED due to course content be it finals, assessments, midterms, or other coursework.  It is YOUR responsibility to stay caught up in class during the semester.

----Turning in Assignments -----
Each Assignment will be due on a scheduled date, given at the beginning of the assignment.  Part of your grade depends on turning each of your assignments in on time at designated checkpoints.  As long as you are meeting current deadlines, all assignments can be turned in for final review at the end of the semester.  Any missed checkpoints during the semester will factor into your final grade for that project/assignment.

Supplies:
1)    Sketchbook and Notebook for taking notes. You will want to keep track of your notes and illustrations. I expect you to make comments and constantly critique your own work, in addition to others!
2)    External Hard Drive: Can purchase online and use with other classes. If you already have it, great! You will need it to properly save and catalogue your 3-D art. (Proper organization is paramount in 3-D asset creation.)  The Computers primarily use USB 3.0 connections. The hard drives listed below are examples, compatible with Mac and PC, but require formatting to go cross-platform.
Western Digital Example:
3)    3TB My Passport (Already formatted for mac) https://tinyurl.com/driveexample for keeping track of your computer files.
4)    Additional Reading materials will be given periodically in class.




GRADING:

Each assignment will be awarded a grade based on the following rubric.  Plus(+) and minus(-) will denote more or less intricate mastery of objectives.  Students will be allowed to turn in higher-quality versions of their projects at midterm for a higher grade as long at the original project was turned in at specific checkpoints.

Group assignments will be graded on individual achievement, and group achievement.  Both grades count 50% of any group assignment.

A - Excellent.  Assignment objectives are completed above and beyond the course requirements to great effort and great success.  Technical and conceptual skills are on display in a masterfully coherent manner with clean craftsmanship.

B - Proficient. The assignment completed demonstrates most mastery of the skills presented, and objectives are completed beyond course goals. Much effort, and a clear and concise direction shines through the final result. There are still a few issues that can be pushed further.

C - Competent.  The assignment completed demonstrates relative mastery of the skills presented, and objectives are completed to average sufficiency.  Assignments are successful, and craftsmanship and technical skills are on display -- All are completed at an average level.

D - Deficient.  The assignments completed are missing demonstrations of the skills presented, and/or required objectives have yet to be completed. There are conceptual and technical flaws and hurdles that have not been overcome.

F - Failure.  The majority of the project is either not completed, and/or objectives for assignment are not met.

Final Grades will be based on a comprehensive average of all of your projects, as well as midterm and final milestones for portfolio upkeep.


ON MISSING PROJECTS AND DELETED SAVES:  Always BACK UP YOUR FILES IN THREE SEPARATE PLACES.

In the event that you lose your projects, remember that I can not grade what does not exist!  You are solely responsible for the security of your files. Your files are not 100% secure on the server or computer. You should have multiple copies on multiple sources at all times. Utilize Google drive, external hard drives, cloud storage solutions like Dropbox, our school server and other uses!

TO PREVENT A LOSS OF DATA WHEN IN CLASS:
Stay organized when saving your projects. Keep your class information in a giant folder, and be sure to back up your projects after class each day. Work from the Documents folder on the computer’s hard drive. DO NOT rely on SMALL FLASH DRIVES UNDER 4GB, or the School Desktop for saving your art. Remember that you can always back up your artwork to the school server.

Copyright
You must receive copyright permission for all non-public domain media used in your film projects. Public domain material can be found at http://www.publicdomain.org/ and http://www.creativecommons.org/. Visit American University's Center for Social Media Website for detailed information regarding the difference between rights infringement and fair use.


LEARNING ACCOMMODATIONS:
In compliance with MCA policy and equal access laws, I am available to discuss appropriate academic accommodations that you may require as a student with a disability. Request for academic accommodations need to be made during the first week of the semester, except for unusual circumstances, so arrangements can be made. (more below under TITLE IX POLICIES)

HEALTH and SAFETY PRECAUTIONS

As more and more work, education and recreation involves computers, everyone needs to be aware of the hazard of Repetitive Strain Injury to the hands and arms resulting from the use of computer keyboards and mice.  This can be a serious and very painful condition that is far easier to prevent that cure once contracted, and can occur even in young physically fit individuals.
Paul Marxhausen - visit his site below.
            http://eeshop.unl.edu/rsi.html
            http://www.mydailyyoga.com/yoga/rsi.html


DEPARTMENT AND LAB POLICIES:
1. Immediately submit an online tech request to report any problems with a lab computer or printer. 
2. Main MCA computing info site = mca.edu/labs -- go here for answers to frequently asked questions and online tutorials for MCA specific technologies.
3. Food and Drinks must be kept closed and in designated areas (table against wall, or similar area away from computers) to prevent spillage.
4. Keep the Lab Clean. Dispose of all trash -- Paper scraps, old media etc. Dispose of food in the receptacles in the SLEAZE and SLIME to prevent ants.
5. Leave your workstation in an orderly fashion. All materials left on the desktop will be deleted periodically to conserve virtual memory. Organize files within the documents folder on your account. Delete your trash from your desktop and trash bin. 
6. Back up work to an external source. Remember files are only safe if they exist in 3 separate locations. MCA servers are not to be considered secure and used only for temporary storage.  
7. Log Out of your workstation prior to your departure. Upon your departure, the chair should be pushed in. Your monitor, keyboard and mouse should be placed in their proper positions.

OSHA MANDATE:
Memphis College of Art students and faculty are required to follow the standards detailed in the "OSHA” Materials guidelines.

TITLE IX POLICIES:

Accommodations for Students with Disabilities
Students with a special learning need are encouraged to let their instructor know at the beginning of the course. Reasonable accommodations (such as extended time for exams, readers, scribes, and interpreters) are provided on an individual basis as determined by documented need. It is the student’s responsibility to provide authorized documentation to Student Affairs or Achievement Center Support Staff as early in the semester as possible.

Course Content and Title IX Reporting
All faculty and staff at Memphis College of Art are designated “responsible employees” and required to report any information regarding sexual harassment, sexual or domestic abuse, or sexual or domestic violence to the Title IX Coordinator. Students should be aware that information disclosed to faculty (whether through assignments or as a personal disclosure) that indicate experiencing sexual harassment, abuse, or violence while a student at Memphis College of Art requires that your instructor disclose this information to the Title IX Coordinator to ensure students’ safety and welfare are addressed. The Title IX Coordinator will contact you and/or those involved about accommodations, remedies, and resources available at Memphis College of Art. More information about Title IX policies and procedures can be found on the Title IX webpage at mca.edu.