An Introduction To 3D with Lyndon Daniels

Part 1: Gereral Overview


Welcome to an "Introduction to 3D with Lyndon Daniels".

This short course has been constructed to give you a research-based approach to introductory 3D character development.
iThe focus of this course is within the underlying technical concepts that are required for fundemental modelling, texturing and rendering in 3D.

How these concepts are implemented will differentiate across various 3D software packages, and it is there-in that the research component of the course resides. Numerous tutorials, videos and documentation exist online to fill the gap between conceptualization to implementation and assist you with completing this course. You are subsequently encouraged to apply the knowledge you acquire from this course within the numerous 3D content creation suites that exist.

Course Outline

As learning 3D character development can appear to be a somewhat daunting task it is recommended that you first consider your chosen 3D software as a whole, and gain a general understanding of how all the aspects of the application fit together.
Secondly consider how 3D content creation can be broken up into smaller segments such as modeling, texturing, rigging, animation etc and how your 3D software modularizes these categories.

Finally consider which aspects of 3D appeal to you most and specialize in those fields, taking into consideration what specialties are most sought after in the market place you're aiming for.

Starting off with modeling is the most logical first step, because as an animator, texture artist or technical director you'd first need to understand the principles of how a 3D model is constructed from the base up.

Subsequently, this course follows a specific order of modules:

Course Timeframe

The recommended timeframe for this course is 56 hours. This timeframe can be divided into approximately 30% for research and 70% dedicated to lab work, constituting 8 hours per each of the 7 modules listed above.

A Modular Approach

These lessons have been created with consideration for working within a 3D production team.
You are given the task of creating a character's head and texturing it.
Upon completion of your task you would then hand your model, with its textures to a rigging team, at this point your task will be completed.

Although rendering is briefly discussed within this course, all aspects of modelling remain the core focus of this course. However, it is important for modellers to understand the key concepts of rendering in order to communiate the progression of thier task, to others within a team.
The discussions between the different departments that dictate what your model will ultimately look like are key to producing an efficient model that plugs seamlessly into the various content creation categories.
The following "General Overview" section will outline the key points that need to be addressed before you can start modeling your character's head.