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VOYAG E TO

MARS
TABLE OF CONTENTS

The Plot 4
Your Part 6
References + Inspiration 8
Personal Goals 9
Production Schedule 10
Tools 12
THIS MISSIO N BO O K L E T B ELO N GS TO Leadership + Training 13
Energy Map 14
Naming Conventions 16
Naming Textures 18
Asset Tracking 20
I N IT IA L S
Grades + Evaluations 20
Notes 22
THE PLOT
It’s the year 2045, the singularity is a matter of historical
record and the colonization of Mars has begun.
Travel to Mars is still reserved for the wealthy class and
massive corporations who have profit margins larger than
the GDP of some industrialization nations. However, a more
affordable mode of travel to Mars is through virtual reality
simulations that are safely hard-wired to the human nervous
system. This is the method by which the average person
(with modest means) can travel to Mars and it can be done
from the comfort of any local VFXYZ Virtual Travel Center.
Mars vacation packages are both fast and affordable,
since the six-week experience lasts only a couple of hours in
reality time.
Travelers will be treated to first class services en route
to Mars and luxury accommodations upon arrival to the
VFXYZ Mars Resort (biosphere).
Travelers are encouraged to hike one of the many well-
groomed Martian trails on foot and by speed rover during
their stay at the VFXYZ Garden Resort.
Virtual travel has never been more safe, fun or realistic
— it’s better than the real thing!

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YOUR PART
You are part of an elite virtual reality creation firm called
“VFXYZ” (slogan: Virtual Travel Anywhere Anytime). The
firm specializes in creating unique and highly realistic
virtual reality experiences. VFXYZ’s most popular product YOUR NAME

is a virtual reality trip to Mars. Clients vacation in VFXYZ’s Virtual Reality Artist
email@umassd.edu
famed “The Garden” biosphere where genetically altered
613.613.5542
lifeforms from Earth flourish and are also part of a healthy
and balanced gourmet Martian diet prepared by the best
chefs in the solar system.

-- Create a VFXYZ travel center with a VR travel recliner. -- Re-create an area of the Martian surface surrounding
-- Collaborate and design a space vehicle that can travel from “The Garden,” create hiking trails and speed rover
Earth to Mars and back again. The ship should have room for scenic routes surrounded by beautiful golden
16 occupants to travel first-class, plus crew quarters. Martian canyons, mountains and valleys.
-- Create planets, moons and asteroids that the VFXYZ -- Create matte paintings for the elements too far away to be
spaceship will fly by. explored as a 3D model.
-- Create a space suit built to endure the many trials of space -- Create unique sounds for the virtual travel experience.
travel, including space walks and martian walks across the -- Integrate all assets into the Unity game engine. Build
exquisitely desolate Martian landscape. functionality for a first-person VR walking experience.
-- Create VFXYZ’s “The Garden” biosphere. Create unique -- Design a 20-30 second advertising spot for the VFXYZ
plants, trees and lifeforms to inhabit the biosphere virtual travel package to Mars.
ecosystem and be eaten by guests. -- Design a poster for the VFXYZ virtual travel Mars package.
-- Create living spaces (houses, tree houses, huts, etc.) for
guests within The Garden.

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REFERENCES + INSPIRATION -- Gravity (2013)
-- Interstellar (2014)
Maintain an active sketchbook with research, technical -- The Martian (2015)
notes, thoughts and designs. Make some popcorn and -- Black Mirror, USS Callister (look for Season 4, Episode 1,
check out these fantastic science-fiction films as part of 2017, Netflix)
your research into space travel, artificial intelligence and, of -- Philip K. Dick’s Electric Dreams, Real Life (look for Season 1,
course, virtual reality. Episode 1, 2018, Amazon Prime)

-- The Wizard of Oz (1939)


-- 2001: A Space Odyssey (1968) PERSONAL GOALS
-- Star Wars (1977)
-- Empire Strikes Back (1980) What are your personal goals for this project? What are
-- Blade Runner (1982) your career goals beyond this project? What inspires you?
-- Star Trek II: The Wrath of Khan (1982) What sort of things would you like to create?
-- Total Recall (1990)
-- Jurassic Park (1993) 1.
-- Contact (1997)
-- The Fifth Element (1997) 2.
-- eXistenZ (1999)
-- The Matrix (1999) 3.
-- Minority Report (2002)
-- Eternal Sunshine of the Spotless Mind (2004)
-- Wall-E (2008) Circle any existing skills that you bring to the production:
-- Avatar (2009) Storyboarding, Illustration, Painting, Photography, 3D
-- Star Trek (2009) modeling, Rigging, Animation, Dynamics, Lighting and
-- Europa Report (2013) Shading, Enthusiasm for UV Mapping, etc.

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PRODUCTION SCHEDULE FEBRUARY 26

Over the course of the next 15 weeks, we’ll have 26 classes FEBRUARY 28
together. Use these dates to keep track of your task due
dates and major milestones for the overall project. MARCH 5

JANUARY 22 — PROJECT START MARCH 7

JANUARY 24 MARCH 10-18 — SPRING BREAK

JANUARY 29 MARCH 19

JANUARY 31 MARCH 21

FEBRUARY 5 MARCH 26

FEBRUARY 7 MARCH 28

FEBRUARY 12 APRIL 2

FEBRUARY 14 APRIL 4

FEBRUARY 20 — MONDAY FOR TUESDAY APRIL 9

FEBRUARY 21 APRIL 11

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APRIL 18 LEADERSHIP + TRAINING
APRIL 23 This is a team effort (with variable experience levels) and
in order to ensure group success, the more experienced 3D
APRIL 25 artists must help train other members of the team. Use the
Basecamp forum and seek help early and often. It is your
APRIL 30 responsibility to manage your time and learn the material.

MAY 7 — FINAL DELIVERABLE ADDITIONAL LEARNING RESOURCES


• The Autodesk Maya Product Manual
• Maya Learning Channel — youtube.com/channel/
TOOLS UCHmAXsicpLK2EHMZo5_BtDA
• Daryl Obert — youtube.com/dto911c4s
Be sure to acquire these analogue and digital tools: • Lynda Training — lynda.com
• Unity Channel — youtube.com/user/Unity3D
-- Adobe Creative Cloud Suite (Photoshop, Illustrator, After • The Gnomon Workshop — thegnomonworkshop.com
Effects, Audition — $19.99/mo.) • Pluralsight — pluralsight.com
-- Autodesk Maya and Mudbox, 2018 (Free for education) • Michael Swartz — youtube.com/swartz3d
-- Unity version 2017.3 (Free for education) • Arvid Schneider — youtube.com/URsProductions
-- A digital drawing tablet. • Lester Banks — lesterbanks.com
-- We’ll use Basecamp for group collaboration. Sign up here:
https://3.basecamp.com/3462855/join/ktktVxWzyuX4
-- A small, easy-to-carry notebook for sketching and ideation
(keep it with you at all times, especially to class).
-- Pixologic ZBrush (Optional, industry-standard organic
modeling software).

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ENERGY MAP
Chart your most productive times, plan accordingly.

1 2 3 4 5 1 2 3 4 5

12 AM 12 PM

1 AM 1 PM

2 AM 2 PM

3 AM 3 PM

4 AM 4 PM

5 AM 5 PM

6 AM 6 PM

7 AM 7 PM

8 AM 8 PM

9 AM 9 PM

10 AM 10 PM

11 AM 11 PM

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NAMING CONVENTIONS
Consistently clear naming conventions for a project this SCENE LAYOUTS
complex is critical. Here is an overview of how assets should scenes/LAYOUT/marsGarden_01_MS_v01a.ma
be named so that everyone in the group understands the scenes/LAYOUT/earthLaunchPad_01_MS_v01a.ma
language of the production.
When naming an asset, consider the category and/or PROPS
context of the asset — where does the asset belong? What scenes/REF/props/prop_loungeChair_01_MS_v01a.ma
is it? (Character, prop, vehicle, vegetation, etc.)? What is scenes/REF/props/prop_roundTable_01_MS_v01a.ma
the name of the asset itself? Are there multiple variations?
What are the initials of the artist? Version tracking: How SOLAR SYSTEM OBJECTS
many days has the asset been worked upon (noted as REF/planets/mars/planet_mars_MS_v01a.ma
a number preceeded by “v” for “version”)? What’s the REF/asteroids/asteroid_01_MS_v01a.ma
iteration for the day (noted as a lowercase letter)? REF/spacejunk/junk_01_MS_v01a.ma

Where? What is it? Multiple? Initials? Version?


PLANET DETAILS
context_name_01_MS_v01a REF/planets/mars/marsDetail_mntn_01_MS_v01a.ma
REF/planets/mars/mountain_mars_MS_v01a.ma
We will be using Maya ASCII (.ma) file format for all
assets in this project for greater flexibility with different VEGITATION
versions of Maya. Large scenes may be saved as Maya REF/veg/mars/marsPalm_01_MS_v01a.ma
Binary (.mb) on a case-by-case basis. REF/veg/earth/earthMapleTree_01_MS_v01a.ma
It is important that the group project directory contain
only the latest assets (not every saved version). This is to
avoid clutter and confusion and to keep the project directory
light. If you update an asset, backup the old copy.

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NAMING TEXTURES
All textures should be organized into sub-folders within VEHICLES + RELATED PROPS
the Maya sourceimages folder. Save flattened TIFF files sourceimages/vehicles/shuttle/shuttleHull_01_v01a_diffuse_4k
alongside each PSD file for diffuse, bump, normal, specular, sourceimages/vehicles/speedRover/
etc. Note of the following examples (textures don’t require speedRoverWheelRim_01_1k
artist initials — the model already has that noted). It’s also sourceimages/vehicles/launchPad/launchPad_01_diffuse_4k
helpful to note the pixel resolution of textures (1k, 2k, 4k,
512px, 256px, etc.) PROPS
Textures should be standard 72ppi (screen resolution) sourceimages/props/furniture/chair_01/chair_01_bump_1k
and RGB 8-bits/channel (16-bit or higher is fine for work-in- sourceimages/props/coffeeMug/coffeeMug_01_v01a_bump_1k
progress PSD files, but should be parsed down to 8-bit for sourceimages/props/tv/tv_large_lobby_01_v01a_diffuse_2k
the final output.
Carefully review this example list of file naming ALPHAS
conventions, it’s part of our group’s common language. sourceimages/alpha_library/cracks/cracks_01_v01a_512px
sourceimages/alpha_library/grime/grime_01_v01a_512px
PLANETS sourceimages/alpha_library/dents/dent_large_01_v01a_1k
sourceimages/planets/mars/mars_spherical_diffuse_8k_v01a sourceimages/alpha_library/rivets/rivet_01_v01a_1k

TERRAIN MATTE PAINTINGS (PSD AND TIFF)


sourceimages/rocks/rock_large_01_v01a_diffuse_4k sourceimages/mattePaintings/mp_mars_mtns_01_MS_v01a
sourceimages/mountains/mntn_01_v01a_diffuse_2k sourceimages/mattePaintings/mp_mars_sunset_01_MS_v01a
sourceimages/boulders/boulder_01_v01a_diffuse_1k
sourceimages/cliffs/cliff_01_v01a_diffuse_4k AUDIO (WAV OR AIFF)
sound/environmental/audio_garden_birds_01_MS_v01a.wav
VEGETATION sound/electronics/audio_electricHum_01_MS_v01a.wav
sourceimages/vegetation/palm/palm_01_leaf_v01a_normal_1k
sourceimages/vegetation/grass/grass_tall_01_v01a_spec_1k

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Unity-

ASSET TRACKING
Audio
Ready

The status of every asset must be tracked in a shared Animation Task Texturing
Categories
spreadsheet online (such as Google Docs). Keep track of the
following (as a starting place):
UV Modeling
Mapping
File Name
-- Task category (modeling, UV mapping, texturing, Unity asset File
Location
preparation, etc.) Assigned
Artist(s)

-- Task Context (where does the asset get used?)


-- File name, location and description Due Date

-- Task assigned to
Time Asset Tracking Context
-- Task due date Estimate Spreadsheet Data

-- Task time estimate (how long will take to create?)


Actual Time
-- Task complete (make note of the date) to Complete

-- Notes
Status
Notes

GRADES + EVALUATIONS
20% Shared Group Grade (All for one, one for all!)
80% Individual Output (The buck stops with you!)

Please review the course syllabus for a detailed description of


grading policies.

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NOTES

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This Mission Booklet and Curriculum was developed by
Professor Michael Swartz at UMASS Dartmouth, 2018.
Photo Credits: NASA

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