Textured Scene (due at the beginning of class) Build and texture a scene that showcases your texturing skill and creativity. Render several still frames from that scene. Render one frame from a long-shot perspective (to show the whole scene), then render as many different perspectives of the scene as you deem necessary to highlight your work. You should have at least two close-up renders. Render at production quality, at least 1K square resolution, with raytracing on. Save your renders as .tif files. You may (and probably should) use lighting in addition to the default lighting. In addition to your .tif files, you must turn in text documentation, which should include: 1. an explanation of the texturing effects you are trying to achive ("the ball is supposed to be cracked rubber; the walls are flaking antique wallpaper," etc.) 2. credits for any aspect of the work which you did not create (stock textures, stock geometry, etc.) The scene MUST include: 1. a transparent or translucent object 2. a metallic object 3. an organic object (tree, plant, grass, fruit, animal, human) 4. a wooden surface 5. a stone surface You may turn in your project 2 ways: 1. burn all your materials onto a CD-ROM, label it with your name, put it in some sort of protective case, and hand it in at the beginning of class. You may include your text notes in a plaintext file on the CD, called "notes.txt", or you may print them out on paper. 2. put all your images in a folder called "yourlastname_texture" and upload that folder with all its contents to my drop box at: mmas.unca.edu/MMASStudents/_Cloninger Turn in a note in class telling me you've done this. Grading criteria: 1. meets above requirements 2. consistent & appropriate style (how well do your textures "dialogue" with each other in the scene? how appropriate are your textures to the modeling style and subject matter of the scene?) 3. technical quality (how well do your textures conform to the geometry of your objects? how closely do your textures resemble the textures those objects would actually have?) 4. aesthetic quality (how interesting are your textures? how original are they? how un-CG-like are they?) |