Assignments

Homework and Project Submission Guidelines:

How to Submit Your Assignments

If you are in classroom:

  1. Log into your DMA account, open the file explorer and click on the X: drive.
  2. Find a folder called myClasses. Open 156 > drop.
  3. Create a folder for yourself called YourFirstName_YourLastName
  4. Create a new subfolder called “Exercise 1” and upload your images there. We will continuously create other folders as needed later in the class.

If you are on your own computer:

  1. Check the DMA Support website FAQ for information about using file transfer programs like Cyberduck or the DMA cloud website to access the class folder. The DMA cloud website is much slower, so if you are uploading a lot of pictures, it might be better to use the FTP instructions.
    cloud.dma.ucla.edu
  2. Read more in the About Class Folders and Sites section of the support site.

File Uploading:

  • Still image and video: Upload on our DMA server
  • 3D Object: Upload as FBX file on our DMA server.
  • Interactive piece:
    • Unity/UE: Upload the executable file(.exe) for Windows.
    • WebGL: Host a website and submit the link address. Don’t make it offline.
    • AR/VR: Upload 2 videos. One is your screen recording, the other is the video footage of how people experience it.
  • 3D print: Upload images of your printed objects. Bring it to the final exhibition. (If we have)

Exercises

Exercise 1: Quadrifid Reality (Due Monday, April 10)

  • Objective: The objective of this homework is to get familiar in 3D modeling software by creating a simple 3D model of an interior space.
  • Instructions:
    1. Choose an interior space: Select an interior space that you would like to model. It could be a room in your house, your classroom, a restaurant, or any other indoor space that you have access to.
    2. Collect reference images: Take multiple pictures of the interior space from different angles. These images will help you understand the layout, details, lighting, and textures of the space.
    3. The model doesn’t need to be 100% accurate to the reference space. But you still need to keep the vibe of it.
    4. We will continually develop this exercise later in our class, so please make sure you can have a long term physical access to that place.
    5. Export as one FBX file and upload it on our cloud drive.
  • Assessment Criteria:
    1. Fidelity to the reference space
    2. Topology of your models (especially for students who have 3D modeling experiences)
    3. Amount of workload

Exercise 2: Texture Hunting

  • Objective: In this homework assignment, students will learn how to make texture maps and materials based on the real world. The goal is to train students to identify and replicate the visual properties of real materials in their digital 3D models, and practice on the basic workflow of UV unwrapping.
  • Instructions:
    1. Refine the model from Exercise 1 with a better topology.
    2. Collect reference images by taking photos of the materials in the space you have chosen. These images will serve as reference images for your texture maps and materials.
    3. Use software such as Substance Painter, Bounding Box Materialize, or Photoshop to process the reference images.
    4. Unwrap all the objects in the space. Keep at least 3 objects with identical textures on each polygon. You should NOT make all the objects in the room with just repeated patterns.
    5. Create at least 8 different textures in total, with at least 4 of them being PBR materials with multiple channels.
    6. Apply the textures on different materials, and then assign them to your objects.
    7. Create all textures by yourself. Do not use the materials you downloaded or found in the asset library for this exercise. However, you can use the materials in Substance Painter as a starting point with customized modifications.
    8. Create a Sketchfab account and place all the textures you have created in the correct channels. You can set this model as unlisted when you publish it.
    9. Upload your fbx file and your textures on our DMA cloud. And also create a txt file with the link to your Sketchfab model.
  • Assessment Criteria:
    • Fidelity to the reference space
    • Topology of your models (especially for students who have 3D modeling experiences)
    • Amount of workload

Exercise 3 : Let There Be Light

  • Objective: The purpose of this assignment is to enhance the students’ understanding of lighting techniques and their application in rendering interior spaces. Students will apply the skills they acquired in Exercises 1 and 2 to create a realistic and visually appealing 3D rendering of their interior space with appropriate lighting.
  • Instructions:
    1. Refine your interior space model from Exercises 1 and 2.
    2. Choose suitable lighting for your space and add light sources.
    3. Set camera angles and composition to showcase the space.
    4. Take advantage of post-processing effects.
    5. Render the scene with 8 images, with minium resolution of 2000 by 2000 pixels.
  • Assessment Criteria:
    1. Technical Skills: Proficiency in applying lighting techniques and rendering settings.
    2. Creativity: Effective lighting choices for atmosphere and appeal.
    3. Improvement: Model refinements based on previous feedback.
    4. Timely Submission: Assignment submitted by the deadline.

Exercise 4: Digitizing Reality

  • Objective: To practice photogrammetry techniques and create a 3D model from the real world.
  • Instructions:
    • Choose a still object or a scene to model. It could be anything, such as a statue, a chair, a landscape, or an interior space.
    • We encourage you to choose objects and spaces that is meaningful to you.
    • If you are going to use PC software:
      1. Take 50-300 photos of the object or scene from different angles and positions. Make sure to capture all sides and details of the object or scene.
      2. Import the photos into a photogrammetry software of your choice (such as 3DF Zephyr Free, RealityCapture, or Meshroom) and follow the software’s instructions to generate a 3D model.
      3. Once you have generated the 3D model, clean it up and refine it.
    • If you are use phone APPs (such as RealityScan):
      1. Follow the instructions on the app.
      2. Once you have generated the 3D model, clean it up and refine it.
    • Export and submit the 3D model by uploading the fbx file on our DMA cloud.

Exercise 5: A Glance to the Future

  • Objective:
  • Instructions:
  • Assessment Criteria:

Projects

Project A: Dice and Design

  • Objective: This project requires students to create complex 3D models showcasing their skills in hard-surface modeling, organic modeling, texturing, and rendering. Using various software, students will craft detailed models that provide them with invaluable experience in essential 3D modeling techniques. Additionally, this project helps students explore the potential of shape, space, and light in a virtual dimension.
  • Instructions:
    1. Our class will be split into two teams by chance. Teams will be formed by voting randomly generating keywords from Google Forms for color palettes and styles during class.
    2. Group A: Cyberpunk Human, Electric Neon: #FF00FF, #00FFFF, #FFFF00
    3. Group B: Celestial Gnome, Pastel Dreams: #FFB6C1, #B0E0E6, #FFE4B5
    4. Each student will create their own 3D objects based on the keywords received. Develop a 3D character (which doesn’t necessarily need to be humanoid) and a small scene for the character to stand in, featuring at least two additional objects (e.g., vehicle, weapon, pet, etc.).
    5. All 3D models must be textured, with a total polygon count not exceeding 500,000 and a minimum texture resolution of 2000 x 2000 pixels.
    6. Your character’s height should be between 50 cm (19.7 inches) and 300 cm (118 inches).
    7. Design your scene as a circular area with a radius appropriate for your character’s height.
    8. Render six still images of your character with the scene: three full-body images of your character within the scene and three close-up shots to showcase details. Each image should have a minimum resolution of 2000 x 2000 pixels.
  • Assessment Criteria:

Project B: Time Traps

  • Objective: The objective of “Project B: Time Traps” is to provide students with an opportunity to apply various motion techniques they have learned in class, to create a visually engaging and seamless looped video.
  • Instructions:
    1. Choose a theme or concept for your looped video. This can be an abstract idea, a narrative, or a visual representation of a specific topic.
    2. Utilize at least two different kinds of motion techniques (Transformation/Morphing/Rigging/Spline-based/MoGraph/Dynamics and Simulations/Deformers/Camera Animation) from the class curriculum.
    3. Ensure your video has a minimum length of 5 seconds.
    4. You can include looped sounds if you like.
    5. Optimize your video to seamlessly loop, creating a smooth and continuous viewing experience.
    6. Pay attention to composition, lighting, and texturing to enhance the overall quality of the video.
    7. Save your video in mp4 and submit it through the DMA cloud.

Final Project: Beyond Polygons

In this 3D modeling and motion class, you have the option to work alone or in a team and can choose to make a set of still images, a video, an interactive work, or even a real object.

This project offers an opportunity not only to delve into the aesthetics of 3D but also to explore conceptual ideas. In other words, it allows you to go beyond the visual aspects and pushes your thinking in new directions.

This work has to be a FINISHED piece.

Project Proposal:

You need to attend the individual meetings about final projects. You can’t come empty-handed, and must bring something, either a sketch or a reference work you have found.

Statement of Purpose:

  • As with all our projects, an important part of this project involves writing at least a paragraph on your intention behind the work. What ideas are you experimenting with? What does it mean to juxtapose techniques within this project?