Creative & Procedural 3D / VR Workshop for Artists

Display Schedule

Code Completion Credits Range Language Instruction Semester
373MVR Z 1 18S English winter

Subject guarantor

Eric ROSENZVEIG

Name of lecturer(s)

Jakub KREJČÍ, Eric ROSENZVEIG

Learning outcomes of the course unit

Understanding of Unreal engine in art making. Understanding of contemporary trends in artist's VR, character animation using Zbrush and other softwares

Mode of study

module

Prerequisites and co-requisites

Hardware & Software needed to follow along: Laptop w/software: Houdini indie License, Zbrush license, Substance Painter (free trial will work), Unreal Engine editor.

Course contents

What is the Workshop about?

Spend two days to discover the magic of proceduralism and how this process can be used to amplify your creative ideas in your Unreal Engine projects. In this Workshop we will cover the basic principles of 3D modeling, character creation and world building. Each part will be about 3-4 hours and open to discussion with an afternon session looking at my work and experiences.

Friday morning we will focus on the Unreal Engine. Starting with the basic introduction into Unreal, UI, Materials, and Blueprints.

We will cover the Cinematic Camera and Sequencer.We will be using our character from the first part and we will make a spectator camera.

We will also cover Procedural Assets and Word building for Unreal using Houdini. How to export and import Animated Assets using VAT (Vertex Animation Texture). Finally, we can cover an exciting and new topic about Machine learning for artists using Runway and Unity. I will show you how to render films using Runway and in combination with Unity.

On Saturday we will be using 3D software like Houdini, Zbrush to create a humanoid character.

We will cover the basics of the UI, Sub tools and NPR (non-photorealistic rendering) in Zbrush and the fundamentals of Organic modeling.

For this process in Zbrush, we will cover the modeling process starting from a basic humanoid rig in Zbrush, adding details and adding normal maps to the character. Subsequently, we will use the “Goz export” function in Zbrush to export for Houdini.

In Houdini we will rig the character using the automated rigging Process. We will animate the character and afterwards we will export it for Unreal and go through the import settings.

SUMMARY

Friday 9:30-12:30 - Introduction to Unreal Engine

Friday 13:30-15:30 – presentation of VR and animation works by Gero Doll.

Saturday 10-12:30 Character Animation using Zbrush

Saturday 13:30-16:30 Character Animation using Houdini + Introducing VR spectator camera

Friday morning

Introduction into Unreal Engine 4. UI, Materials and Blueprints.

Cinematic Sequencer / Cinematic Camera.

Creating a spectator Camera with BP with the characters

Adding VFX using VAT (Vertex Animation Textures) and Procedural Assets with Houdini to enrich your scene.

Friday afternoon

introduction and presentation and examples of my work, with artistic goals, technologies, etc.

Saturday

Introduction into Zbrush. Basics of the UI, Brushes, basic modeling and NPR non photorealistic rendering. Modeling a Humanoid character.

Adding details and baking normal maps with SP (Substance Painter)

Introduction into Houdini for Characters and Animation. Animation and Exporting.

Importing Animated Character into UE4. Import settings and Animation Blueprint.

Recommended or required reading

links:

https://www.sidefx.com/

https://www.unrealengine.com/en-US/feed

http://pixologic.com/

https://80.lv/

Assessment methods and criteria

presence on both days

Note

Berlin-based video artist Gero Doll is known for a spate of highly hallucinatory digital films. Each animated film is crafted out of entirely different parts and themes, yet, like a fractal, each are clearly part of an identifiable stylistic whole.

limbicnation.com and https://vimeo.com/user2239886

STUDY: 2006-10 Institute of Design, Hamburg (4 years), graduating as Communication Designer specializing in Multimedia and Motion Graphics.

SKILLS: Illustration, Design/Concept, Screen Design, 3D/2D Animation, Styleframes, Story/Motion boards, Character Design, Photography as well as 3D and 2D tracking.

SOFTWARE: Cinema 4D, Zbrush, Vray, Photoshop, Illustrator, Indesign, AfterEffects, Fusion, Unity3D

Schedule for winter semester 2019/2020:

Date Day Time Tutor Location Notes No. of paralel
15.11.2019 09:30–16:00 Jakub KREJČÍ Studio FAMU - VR LAB
Klimenská ulice
open for FAMU, priority given to CAS students parallel1
16.11.2019 10:00–17:00 Jakub KREJČÍ Studio FAMU - VR LAB
Klimenská ulice
parallel1

Schedule for summer semester 2019/2020:

The schedule has not yet been prepared

The subject is a part of the following study plans