三维设计与表现 | 3D Design and Visualization​

(2023版 | Edition 2023)

三维设计与表现
3D Design and Visualization​

(2023版 | Edition 2023)

基本信息 | Basic Information

课程性质 | Course Type: 专业选修 | Elective 课程编号 | Course ID: 55013201 授课语言 | Language: 中文 | Chinese
先修要求 | Prerequisite: 无 | None 学分 | Credits: 2 课内学时 | Total Hours: 34
课程性质 | Course Type:专业选修 | Elective 课程编号 | Course ID:55013201
授课语言 | Language:中文 | Chinese 先修要求 | Prerequisite:无 | None
学分 | Credits:2 课内学时 | Total Hours:34
课程性质 | Course Type:专业选修 | Elective
课程编号 | Course ID:55013201
授课语言 | Language:中文 | Chinese
先修要求 | Prerequisite:无 | None
学分 | Credits:2
课内学时 | Total Hours:34

课程简介 | Course Introduction​

今天,三维软件已经成为艺术、设计领域的重要支柱获得了广泛的使用。《三维设计与表现》与下一学期的《三维动画》为承前启后的系列课程,但本课程仅以完成静帧作品为目标,内容主要涉及建模、UV整理、贴图绘制、材质设计、布光渲染等方面的核心概念与基础知识,适合各不同专业方向的同学选修。
Today, 3D software has become an important foundation in the field of art and design and has been used extensively. 3D Design and Visualization and 3D Animation, a course in the next semester form a complete series, but in this course students are only expected to master how to create artwork in the form of still images. The content of this course mainly includes the core concepts and basic knowledge of 3D modelling, UV unwrapping, texture painting, material design, lighting, rendering and etc. This course is suitable for students from different majors and directions.

学习评价 | Learning Evaluation​

这门以掌握技术为主要目标的课程要求每位同学根据生活中的实景实物或AIGC图像独立完成三维建模、材质设计等相关工作并最终完成一幅静帧作品。期末需提交的内容除一张主要渲染图外还包括另外两张不同角度的渲染图、工程文件(含历史文件)以及参考照片或图片。
With the main purpose of mastering 3D technology, this course requires each student to use a real-life scenery, object or AIGC images as references, and independently create an artistic still image by going through a complete 3D creation process including modeling, material design and etc. At the end of the semester, besides a main rendering, each student also need to include 2~3 additional renderings from angles different from the main one, the project files (along with history versions) and the photos or images he/she used as references.

课程内容 | Course Content ​

  • 1 课程简介
    • 1.1 课程学习目标及学习要求
    • 1.2 主流三维软件及业界现状
    • 1.3 三维作品创作流程
    • 1.4 课程考核要求
  • 2 人工智能生成内容
    • 2.1 AIGC概述
    • 2.2 Midjourney与Stable Diffusion的区别与联系
    • 2.3 Midjourney入门
  • 3 三维建模
    • 3.1 主要建模方式
      • 3.1.1 基本体
      • 3.1.2 NURBS
      • 3.1.3 多边形建模
      • 3.1.4 数字雕刻
      • 3.1.5 程序化建模
      • 3.1.6 其它方式:布尔、扫描、重拓扑、变形球等
    • 3.2 Blender基本概念与基础操作
      • 3.2.1 图形用户界面
      • 3.2.2 导航与视图操作
      • 3.2.3 视图显示模式
      • 3.2.4 项目文件管理
      • 3.2.5 基本物体操作
        • 3.2.5.1 选择
        • 3.2.5.2 变换
        • 3.2.5.3 复制
        • 3.2.5.4 镜像
      • 3.2.6 设置物体轴心点
      • 3.2.7 对齐与捕捉
      • 3.2.8 集合与视图层
      • 3.2.9 基础建模
        • 3.2.9.1 创建基本体
        • 3.2.9.2 布尔修改器
        • 3.2.9.3 三维文本
        • 3.2.9.4 曲线及几何体
      • 3.2.10 修改器
    • 3.3 核心概念:法线的概念、类型及用途
    • 3.4 核心概念:轴心点与坐标系
    • 3.5 用Blender进行多边形建模
      • 3.5.1 多边形建模的概念、优缺点、常见范式及适用领域
      • 3.5.2 Blender中的多边形建模功能
        • 3.5.2.1 点工具
        • 3.5.2.2 边工具
        • 3.5.2.3 面工具
        • 3.5.2.4 网格工具
      • 3.5.3 实战多边形建模:低多边形棋子
    • 3.6 用Blender进行细分多边形建模
      • 3.6.1 细分多边形建模的概念
      • 3.6.2 细分多边形建模的标准流程
      • 3.6.3 实战细分多边形建模:写实棋子
    • 3.7 核心概念:布线的概念、重要性、常见问题以及解决办法
    • 3.8 设计理论:理解三维艺术中的尺度问题并正确营造尺度幻觉
  • 4 UV整理
    • 4.1 核心概念:UV原理及运用
      • 4.1.1 纹理映射与UVW坐标系
      • 4.1.2 UV整理范式
        • 4.1.2.1 先贴图后UV
        • 4.1.2.2 先UV后贴图
      • 4.1.3 多套UV及其用途
    • 4.2 用Blender进行UV整理
      • 4.2.1 基本UV操作
      • 4.2.2 理解不同投影方式
      • 4.2.3 切缝与UV展开
      • 4.2.4 实战UV整理:墙角边桌
      • 4.2.5 实战UV整理:头部模型
    • 4.3 核心概念:评价并提升UV整理品质
    • 4.4 核心概念:UDIM与分块纹理
    • 4.5 RizomUV:专业UV整理工具
  • 5 贴图绘制
    • 5.1 Adobe Substance 3D套件简介
    • 5.2 使用Substance Sampler创作材质
      • 5.2.1 Sampler入门
      • 5.2.2 获取第三方材质
      • 5.2.3 从照片创建材质
      • 5.2.4 材质编辑与混合
      • 5.2.5 编辑HDR环境贴图
    • 5.3 使用Substance Painter绘制贴图
      • 5.3.1 Painter入门
      • 5.3.2 图层与笔刷
      • 5.3.3 实战贴图绘制:棋子材质绘制
      • 5.3.4 烘焙与智能材质
      • 5.3.5 实战贴图绘制:棋子材质做旧
      • 5.3.6 实战贴图绘制:机械贴图烘焙
      • 5.3.7 更多Painter高级功能
      • 5.3.8 实战贴图绘制:机械材质制作
      • 5.3.9 实战贴图绘制:角色材质制作
  • 6 材质、灯光、相机与渲染
    • 6.1 设计理论:如何创造逼真的渲染画面
    • 6.2 核心概念:基于物理的着色与渲染
    • 6.3 Blender中的渲染器:Workbench、Eevee与Cycles
    • 6.4 材质
      • 6.4.1 材质、着色器与贴图
      • 6.4.2 为物体赋予单一及多重材质
      • 6.4.3 材质基础参数设置及贴图配置
    • 6.5 灯光
      • 6.5.1 主要灯光类型
      • 6.5.2 重要灯光参数
    • 6.6 设计理论:三点式布光法的概念、优势与局限
    • 6.7 相机主要参数
    • 6.9 渲染器
      • 6.9.1 交互式测试渲染效果
      • 6.9.2 渲染单帧及动画
      • 6.9.3 渲染参数及效果
        • 6.9.3.1 光线跟踪
        • 6.9.3.2 采样率
        • 6.9.3.3 置换
        • 6.9.3.4 景深
        • 6.9.3.5 雾效
        • 6.9.3.6 体积光
        • 6.9.3.7 镜头畸变
        • 6.9.3.8 运动模糊
        • 6.9.3.9 非写实渲染
    • 6.10 实战渲染:常见材质表现
      • 6.10.1 石与木
      • 6.10.2 金属
      • 6.10.3 玻璃与液体
      • 6.10.4 塑料
      • 6.10.5 蜡烛
  • 7 为游戏制作美术资源
    • 7.1 二维美术
    • 7.2 三维美术
  • 8 Blender插件
    • 8.1 自带插件
    • 8.2 第三方插件
  • 1 Course Introduction
    • 1.1 learning target & requirements
    • 1.2 main-stream 3D software and industry status
    • 1.3 workflow for 3D artwork creation
    • 1.4 methods of evaluation
  • 2 AIGC
    • 2.1 introduction to AIGC
    • 2.2 Midjourney and Stable Diffusion: differences and relationship
    • 2.3 fundamentals of Midjourney
  • 3 3D modelling
    • 3.1 main methods of modelling
      • 3.1.1 primitives
      • 3.1.2 NURBS
      • 3.1.3 polygon modelling
      • 3.1.4 digital sculpting
      • 3.1.5 procedural modelling
      • 3.1.6 other: boolean, 3D-scan, retopology, metaball, etc.
    • 3.2 basic concepts and operations of Blender
      • 3.2.1 GUI
      • 3.2.2 navigation and viewport control
      • 3.2.3 display modes
      • 3.2.4 project management
      • 3.2.5 basic object operations
        • 3.2.5.1 select
        • 3.2.5.2 tranform
        • 3.2.5.3 duplicate
        • 3.2.5.4 mirror
      • 3.2.6 set object origin
      • 3.2.7 align and snap
      • 3.2.8 collections and view layers
      • 3.2.9 basic model creation
        • 3.2.9.1 create primitives
        • 3.2.9.2 boolean modifier
        • 3.2.9.3 3D text objects
        • 3.2.9.4 curves and geometry
      • 3.2.10 modifiers
    • 3.3 key concept: concept, types and usage of normals
    • 3.4 key concept: origin and coordinate systems
    • 3.5 polygon modelling with Blender
      • 3.5.1 concept, pros and cons, paradigm and usage of polygon modelling
      • 3.5.2 polygon modelling tools in Blender
        • 3.5.2.1 vertex tools
        • 3.5.2.2 edge tools
        • 3.5.2.3 face tools
        • 3.5.2.4 mesh tools
      • 3.5.3 practice: low-poly chess
    • 3.6 subdivision modelling with Blender
      • 3.6.1 concept
      • 3.6.2 typical workflow
      • 3.6.3 practice: realistic chess
    • 3.7 key concept: topology and edge flow
    • 3.8 theory: illusion of dimension
  • 4 UV Unwrapping
    • 4.1 key concept: principle and usage of UVs
      • 4.1.1 texture mapping & UVW coordinate system
      • 4.1.2 paradigms of UV unwrapping
        • 4.1.2.1 texture, then UV
        • 4.1.2.2 UV, then texture
      • 4.1.3 multiple UVs and their usage
    • 4.2 use Blender to unwrap UV
      • 4.2.1 basic UV operations
      • 4.2.2 understand various projection methods
      • 4.2.3 seams and unwrapping
      • 4.2.4 practice: a side table at a corner
      • 4.2.5 practice: a head model
    • 4.3 key concept: assess and raise UV quality
    • 4.4 key concept: UDIM and multi-region textures
    • 4.5 RizomUV: professional UV unwrapping tool
  • 5 Texture Painting
    • 5.1 introduction to the Adobe Substance 3D suite
    • 5.2 use Substance Sampler to create materials
      • 5.2.1 fundamentals of Sampler
      • 5.2.2 obtain 3rd-party materials
      • 5.2.3 create materials from photos
      • 5.2.4 edit and mix materials
      • 5.2.5 edit HDR environment textures
    • 5.3 use Substance Painter to draw textures
      • 5.3.1 fundamentals of Painter
      • 5.3.2 layers and brushes
      • 5.3.3 practice: material painting for a chess
      • 5.3.4 baking and smart materials
      • 5.3.5 practice: material aging for a chess
      • 5.3.6 practice: texture baking for a robot
      • 5.3.7 more advanced Painter functions
      • 5.3.8 practice: material creation for a robot
      • 5.3.9 practice: material creation for a head
  • 6 Materials, Lights, Cameras and Rendering
    • 6.1 theory: how to render photo-realistic images
    • 6.2 key concept: physically based shading & rendering
    • 6.3 renderers in Blender:Workbench、Eevee and Cycles
    • 6.4 materials
      • 6.4.1 materials, shaders and maps
      • 6.4.2 assign single and multiple materials
      • 6.4.3 setup basic parameters and maps
    • 6.5 lights
      • 6.5.1 types of lights
      • 6.5.2 important parameters
    • 6.6 theory: concept, pros and cons of 3-point lighting
    • 6.7 main camera parameters
    • 6.9 renderer
      • 6.9.1 interactive fine-tuning
      • 6.9.2 render single and series of images
      • 6.9.3 render parameters and effects
        • 6.9.3.1 ray tracing
        • 6.9.3.2 sampling
        • 6.9.3.3 displacement
        • 6.9.3.4 DOF
        • 6.9.3.5 fog
        • 6.9.3.6 volume light
        • 6.9.3.7 lens distortion
        • 6.9.3.8 motion blur
        • 6.9.3.9 NPR
    • 6.10 practice:common materials
      • 6.10.1 rock and wood
      • 6.10.2 metal
      • 6.10.3 glass and liquid
      • 6.10.4 plastic
      • 6.10.5 candle
  • 7 Visual Art for Games
    • 7.1 2D art
    • 7.2 3D art
  • 8 Blender Add-ons
    • 8.1 bundled add-ons
    • 8.2 3rd-party add-ons
  • 1 课程简介
    • 1.1 课程学习目标及学习要求
    • 1.2 主流三维软件及业界现状
    • 1.3 三维作品创作流程
    • 1.4 课程考核要求
  • 2 人工智能生成内容
    • 2.1 AIGC概述
    • 2.2 Midjourney与Stable Diffusion的区别与联系
    • 2.3 Midjourney入门
  • 3 三维建模
    • 3.1 主要建模方式
      • 3.1.1 基本体
      • 3.1.2 NURBS
      • 3.1.3 多边形建模
      • 3.1.4 数字雕刻
      • 3.1.5 程序化建模
      • 3.1.6 其它方式:布尔、扫描、重拓扑、变形球等
    • 3.2 Blender基本概念与基础操作
      • 3.2.1 图形用户界面
      • 3.2.2 导航与视图操作
      • 3.2.3 视图显示模式
      • 3.2.4 项目文件管理
      • 3.2.5 基本物体操作
        • 3.2.5.1 选择
        • 3.2.5.2 变换
        • 3.2.5.3 复制
        • 3.2.5.4 镜像
      • 3.2.6 设置物体轴心点
      • 3.2.7 对齐与捕捉
      • 3.2.8 集合与视图层
      • 3.2.9 基础建模
        • 3.2.9.1 创建基本体
        • 3.2.9.2 布尔修改器
        • 3.2.9.3 三维文本
        • 3.2.9.4 曲线及几何体
      • 3.2.10 修改器
    • 3.3 核心概念:法线的概念、类型及用途
    • 3.4 核心概念:轴心点与坐标系
    • 3.5 用Blender进行多边形建模
      • 3.5.1 多边形建模的概念、优缺点、常见范式及适用领域
      • 3.5.2 Blender中的多边形建模功能
        • 3.5.2.1 点工具
        • 3.5.2.2 边工具
        • 3.5.2.3 面工具
        • 3.5.2.4 网格工具
      • 3.5.3 实战多边形建模:低多边形棋子
    • 3.6 用Blender进行细分多边形建模
      • 3.6.1 细分多边形建模的概念
      • 3.6.2 细分多边形建模的标准流程
      • 3.6.3 实战细分多边形建模:写实棋子
    • 3.7 核心概念:布线的概念、重要性、常见问题以及解决办法
    • 3.8 设计理论:理解三维艺术中的尺度问题并正确营造尺度幻觉
  • 4 UV整理
    • 4.1 核心概念:UV原理及运用
      • 4.1.1 纹理映射与UVW坐标系
      • 4.1.2 UV整理范式
        • 4.1.2.1 先贴图后UV
        • 4.1.2.2 先UV后贴图
      • 4.1.3 多套UV及其用途
    • 4.2 用Blender进行UV整理
      • 4.2.1 基本UV操作
      • 4.2.2 理解不同投影方式
      • 4.2.3 切缝与UV展开
      • 4.2.4 实战UV整理:墙角边桌
      • 4.2.5 实战UV整理:头部模型
    • 4.3 核心概念:评价并提升UV整理品质
    • 4.4 核心概念:UDIM与分块纹理
    • 4.5 RizomUV:专业UV整理工具
  • 5 贴图绘制
    • 5.1 Adobe Substance 3D套件简介
    • 5.2 使用Substance Sampler创作材质
      • 5.2.1 Sampler入门
      • 5.2.2 获取第三方材质
      • 5.2.3 从照片创建材质
      • 5.2.4 材质编辑与混合
      • 5.2.5 编辑HDR环境贴图
    • 5.3 使用Substance Painter绘制贴图
      • 5.3.1 Painter入门
      • 5.3.2 图层与笔刷
      • 5.3.3 实战贴图绘制:棋子材质绘制
      • 5.3.4 烘焙与智能材质
      • 5.3.5 实战贴图绘制:棋子材质做旧
      • 5.3.6 实战贴图绘制:机械贴图烘焙
      • 5.3.7 更多Painter高级功能
      • 5.3.8 实战贴图绘制:机械材质制作
      • 5.3.9 实战贴图绘制:角色材质制作
  • 6 材质、灯光、相机与渲染
    • 6.1 设计理论:如何创造逼真的渲染画面
    • 6.2 核心概念:基于物理的着色与渲染
    • 6.3 Blender中的渲染器:Workbench、Eevee与Cycles
    • 6.4 材质
      • 6.4.1 材质、着色器与贴图
      • 6.4.2 为物体赋予单一及多重材质
      • 6.4.3 材质基础参数设置及贴图配置
    • 6.5 灯光
      • 6.5.1 主要灯光类型
      • 6.5.2 重要灯光参数
    • 6.6 设计理论:三点式布光法的概念、优势与局限
    • 6.7 相机主要参数
    • 6.9 渲染器
      • 6.9.1 交互式测试渲染效果
      • 6.9.2 渲染单帧及动画
      • 6.9.3 渲染参数及效果
        • 6.9.3.1 光线跟踪
        • 6.9.3.2 采样率
        • 6.9.3.3 置换
        • 6.9.3.4 景深
        • 6.9.3.5 雾效
        • 6.9.3.6 体积光
        • 6.9.3.7 镜头畸变
        • 6.9.3.8 运动模糊
        • 6.9.3.9 非写实渲染
    • 6.10 实战渲染:常见材质表现
      • 6.10.1 石与木
      • 6.10.2 金属
      • 6.10.3 玻璃与液体
      • 6.10.4 塑料
      • 6.10.5 蜡烛
  • 7 为游戏制作美术资源
    • 7.1 二维美术
    • 7.2 三维美术
  • 8 Blender插件
    • 8.1 自带插件
    • 8.2 第三方插件
  • 1 Course Introduction
    • 1.1 learning target & requirements
    • 1.2 main-stream 3D software and industry status
    • 1.3 workflow for 3D artwork creation
    • 1.4 methods of evaluation
  • 2 AIGC
    • 2.1 introduction to AIGC
    • 2.2 Midjourney and Stable Diffusion: differences and relationship
    • 2.3 fundamentals of Midjourney
  • 3 3D modelling
    • 3.1 main methods of modelling
      • 3.1.1 primitives
      • 3.1.2 NURBS
      • 3.1.3 polygon modelling
      • 3.1.4 digital sculpting
      • 3.1.5 procedural modelling
      • 3.1.6 other: boolean, 3D-scan, retopology, metaball, etc.
    • 3.2 basic concepts and operations of Blender
      • 3.2.1 GUI
      • 3.2.2 navigation and viewport control
      • 3.2.3 display modes
      • 3.2.4 project management
      • 3.2.5 basic object operations
        • 3.2.5.1 select
        • 3.2.5.2 tranform
        • 3.2.5.3 duplicate
        • 3.2.5.4 mirror
      • 3.2.6 set object origin
      • 3.2.7 align and snap
      • 3.2.8 collections and view layers
      • 3.2.9 basic model creation
        • 3.2.9.1 create primitives
        • 3.2.9.2 boolean modifier
        • 3.2.9.3 3D text objects
        • 3.2.9.4 curves and geometry
      • 3.2.10 modifiers
    • 3.3 key concept: concept, types and usage of normals
    • 3.4 key concept: origin and coordinate systems
    • 3.5 polygon modelling with Blender
      • 3.5.1 concept, pros and cons, paradigm and usage of polygon modelling
      • 3.5.2 polygon modelling tools in Blender
        • 3.5.2.1 vertex tools
        • 3.5.2.2 edge tools
        • 3.5.2.3 face tools
        • 3.5.2.4 mesh tools
      • 3.5.3 practice: low-poly chess
    • 3.6 subdivision modelling with Blender
      • 3.6.1 concept
      • 3.6.2 typical workflow
      • 3.6.3 practice: realistic chess
    • 3.7 key concept: topology and edge flow
    • 3.8 theory: illusion of dimension
  • 4 UV Unwrapping
    • 4.1 key concept: principle and usage of UVs
      • 4.1.1 texture mapping & UVW coordinate system
      • 4.1.2 paradigms of UV unwrapping
        • 4.1.2.1 texture, then UV
        • 4.1.2.2 UV, then texture
      • 4.1.3 multiple UVs and their usage
    • 4.2 use Blender to unwrap UV
      • 4.2.1 basic UV operations
      • 4.2.2 understand various projection methods
      • 4.2.3 seams and unwrapping
      • 4.2.4 practice: a side table at a corner
      • 4.2.5 practice: a head model
    • 4.3 key concept: assess and raise UV quality
    • 4.4 key concept: UDIM and multi-region textures
    • 4.5 RizomUV: professional UV unwrapping tool
  • 5 Texture Painting
    • 5.1 introduction to the Adobe Substance 3D suite
    • 5.2 use Substance Sampler to create materials
      • 5.2.1 fundamentals of Sampler
      • 5.2.2 obtain 3rd-party materials
      • 5.2.3 create materials from photos
      • 5.2.4 edit and mix materials
      • 5.2.5 edit HDR environment textures
    • 5.3 use Substance Painter to draw textures
      • 5.3.1 fundamentals of Painter
      • 5.3.2 layers and brushes
      • 5.3.3 practice: material painting for a chess
      • 5.3.4 baking and smart materials
      • 5.3.5 practice: material aging for a chess
      • 5.3.6 practice: texture baking for a robot
      • 5.3.7 more advanced Painter functions
      • 5.3.8 practice: material creation for a robot
      • 5.3.9 practice: material creation for a head
  • 6 Materials, Lights, Cameras and Rendering
    • 6.1 theory: how to render photo-realistic images
    • 6.2 key concept: physically based shading & rendering
    • 6.3 renderers in Blender:Workbench、Eevee and Cycles
    • 6.4 materials
      • 6.4.1 materials, shaders and maps
      • 6.4.2 assign single and multiple materials
      • 6.4.3 setup basic parameters and maps
    • 6.5 lights
      • 6.5.1 types of lights
      • 6.5.2 important parameters
    • 6.6 theory: concept, pros and cons of 3-point lighting
    • 6.7 main camera parameters
    • 6.9 renderer
      • 6.9.1 interactive fine-tuning
      • 6.9.2 render single and series of images
      • 6.9.3 render parameters and effects
        • 6.9.3.1 ray tracing
        • 6.9.3.2 sampling
        • 6.9.3.3 displacement
        • 6.9.3.4 DOF
        • 6.9.3.5 fog
        • 6.9.3.6 volume light
        • 6.9.3.7 lens distortion
        • 6.9.3.8 motion blur
        • 6.9.3.9 NPR
    • 6.10 practice:common materials
      • 6.10.1 rock and wood
      • 6.10.2 metal
      • 6.10.3 glass and liquid
      • 6.10.4 plastic
      • 6.10.5 candle
  • 7 Visual Art for Games
    • 7.1 2D art
    • 7.2 3D art
  • 8 Blender Add-ons
    • 8.1 bundled add-ons
    • 8.2 3rd-party add-ons

学习资料 | Learning Materials​

课件中的图片/影片高清版 | high-res images/videos from the lecture slides
成绩构成 | How the final score is given
● 出勤记录 | Attendance: 10%
● 平时成绩 | Usual performance: 20%
● 期末作业 | Final assignment: 70%
● 额外加分:知识分享 | Bonus for knowledge sharing: ≤10%
期末作业选题要求 | Requirements on the topic of the final assignment
● 自行选择参考图片,完成三维静帧作品 | Choose reference images by yourself and create 3D artworks in the form of still images.
● 自行设定难度目标 | You may choose a difficulty level by yourself.
– 高难度:起评分100 | Full score: 100
– 中等难度:起评分90 | Full score: 90
– 低难度:起评分80 | Full score: 80
● 根据专业方向进行选题 | Choose a topic related to your learning direction
– 环境设计方向:拍摄生活一隅或用AIGC生成 | Environment Design: recreate a view in real-life (or use AIGC)
– 工设设计方向:拍摄身边产品或用AIGC生成 | Industrial Design: visualize a product found around you (or use AIGC)
– 媒体传达方向:动画游戏情境或用AIGC生成 | Media & Communication Design: a scene from an animation or a game (or use AIGC)
● 参考图可用Photoshop小幅修改或拼合 | You may use Photoshop to modify or combine reference images.
● 参考图不可为网上现成图片 | You can NOT use ready-made images downloaded from the Internet as references.
● 主体以外的背景、配饰等元素可使用第三方模型,但必须在提交成果时随附文件说明哪些内容来自第三方 |
 You may use third-party models for minor elements (e.g. background, decorations) with a statement of their usage in the final submission.
期末须提交的内容 | Documents to submit at the end of the semester
● 渲染结果 | Render output
– 至少三张不同角度的渲染图,其中一张为主 | No less than 3 images rendered from different angles, among which one is major.
– 分辨率不低于1080p | Minimal resolution is 1080p (1920×1080 or 1080×1920).
– 以最高品质.jpg格式保存 | Save as .jpg files of highest quality.
● 参考图片 | Reference images
– 若选择使用照片,需提交不少于5张不同角度的照片 | If you choose to use photos references, submit more than 5 differently-angled photos.
– 若选择使用Midjourney,需提交网格图片及其下载链接 | If you choose to use Midjourney, submit the grid image and its download link.
– 若选择使用动画游戏截图,需提交截图并说明出处 | If you choose to use screenshots from animation of a game, also name the source.
– 若参考图经过PS处理,需提交PS前后版本 | In case photoshop is used, you must include the BEFORE an AFTER versions in your submission.
● 工程文件 | Project files
– 需提交所有项目工程文件最终版 | Final versions of all the project source files must be submitted.
– 主要工程文件还需随附进度均匀的10个历史版本 | Main project files shall come with 10 milestone versions evenly distributed in history.
“反内卷”要求 | Rules against involution
● 允许PS加工,不要求渲染直出 | Retouching with Photoshop is allowed.
● 渲染精度不高于4K | Rendering resolution shall not exceed 4K (3840×2160 or 2160×3840).
● 渲染图片勿超过5张 | Render no more than 5 pictures.
● 不接受照片级写实角色 | Photo-realistic characters will not be accepted.
● 不接受动画 | Animations will not be accepted.
● 不接受纸面或三维打印结果 | Paper or 3D printings will not be accepted.
课件中的图片/影片高清版 | high-res images/videos from the lecture slides
在线教程 | Online Course
工业设计领域AIGC佳作参考 | Industrial design AIGC references
参考资料来源
https://www.instagram.com/vadimsadovski.ai/
https://www.instagram.com/p/CnZEfgGrR2n/?img_index=1
https://www.instagram.com/celestedesign.studio/
https://www.instagram.com/bonnycarrera/
https://www.instagram.com/motomuzi/
https://www.instagram.com/ai.shoe.factory/
...
环境设计领域AIGC佳作参考 | Environmental design AIGC references
参考资料来源
https://simplykalaa.com/midjourney-ai-architecture/
https://simplykalaa.com/ai-interior-design/
https://www.instagram.com/midjourney.architecture/
...
数字媒体领域AIGC佳作参考 | Digital media AIGC references
参考资料来源
https://www.instagram.com/midjourney.gallery/
https://www.instagram.com/herogen.ai/
https://www.instagram.com/opusgeo/
https://www.instagram.com/danb3ach/
https://www.instagram.com/theairevolution/
...
AIGC原理参考 | Working principles of AIGC
更多AIGC教程 | More AIGC Tutorials
建模参考图及评价 | Reference images and comments
课件中的图片/影片高清版 | high-res images/videos from the lecture slides
第三方素材来源 | source of 3rd-party content
图片 | Images
https://discourse.mcneel.com/t/1966-beetle/107015
https://discourse.mcneel.com/t/drill-machine/29355
https://www.artstation.com/artwork/rRBBxJ
https://www.artstation.com/artwork/4XDY9l
https://www.instagram.com/maxonzbrush/

影片 | Videos
https://www.youtube.com/watch?v=TU9t7U1VOq0
https://www.youtube.com/watch?v=Dbsl4PN9Kx8&t=57s
https://www.youtube.com/watch?v=vW9pCT5ouZ8
https://www.youtube.com/watch?v=XdSokL0HY0s
https://www.youtube.com/watch?v=iHUJe2VfnMU
https://www.youtube.com/watch?v=p33qxgdEwVc
https://www.youtube.com/watch?v=i2BdDqtttuA
https://www.youtube.com/watch?v=sEnr6FJZOJM
https://www.youtube.com/watch?v=MHkb43fQGME
https://www.youtube.com/watch?v=4-Sj0VNEYe4
https://www.youtube.com/watch?v=ayTj3NJFRnY
https://www.youtube.com/watch?v=zUeKlnH6_6A
三维建模方式比较 | Comparison of vaious 3D modeling approaches
方式 | Method 使用条件 | Condition 优点 | Advantages 缺点 | Disadvantages 常见用途 | Usage
基本体 | Primitives
大部分完整三维软件 | most 3D software
方便;可调初始参数 | convenient, can change initial para.
简单;选择有限 | simple and limited options
建模基础;测试 | use as modeling bases or for testing
NURBS
大部分三维软件及专用工具(如Rhino) | most 3D software packages and dedicated tools (e.g. Rhino)
精确;连续度;修改时形态稳定;适于生产 | precise, continuity, stable on modification, factory-friendly
拓扑结构难以处理;转为多边形效果不佳 | difficult to handle topology and bad triangulation result
工业品;参数化建筑 | industrial products and parametric architecture
多边形建模 | Polygon Modeling
大部分三维软件 | most 3D software packages
灵活;高效 | flexible and highly efficient
不适合制作复杂物体 | not suitable for complex objects
建筑、低多边形物体及其它简单对象 | architecture, low-poly objects and other simple objects
多边形建模(细分) | Polygon Modeling (SubD)
大部分三维软件 | most 3D software packages
灵活 | flexible
对拓扑有要求;需平滑需加细分;形不稳定;无法处理小细节 | requires good topo, need high subD level for smoothness, unstable shape, not good for micro details
复杂工业品、角色 | complex products and characters
数字雕刻 | Digital Sculpting
大部分完整三维软件及专用工具(如Rhino) | most 3D software packages and dedicated tools (e.g. Rhino)
直觉;高效;细节丰富 | intuitive, efficient and good for rich details
雕刻结果面数多 | too many resulting faces
电影、动画、游戏等需要精致模型的场合及工业设计 | films, animation and games that need exquisite models, and industrial design.
程序化建模 | Procedural Modeling
Houdini, blender
批量化生成变体 | easy variations generation
难学;难设置 | hard to learn and setup
复杂且符合规律的形态 | complex regulated shapes
布尔运算 | Boolean Operations
大部分完整三维软件 | most 3D software packages
便于使用 | easy to use
生成结果拓扑结构不理想 | bad resulting topology
简单形或最后修饰 | simple shape or final touch
三维扫描 | 3D Scan
实物;选购三维扫描仪或软件 | physical objects and 3D scanner (hardware or software)
精准;高效 | precise and efficient
面数多;漏缺面 | massive face count & missing faces
建筑、工业品、场景、角色等 | buildings, products, scenes, characters and more
重拓扑 | Retopology
大部分完整三维软件;原始模型 | most 3D software packages and the original models
无需思考高效成形 | fast modeling with little thinking
枯燥费时(手工)| boring and time-consuming (manual)
减面;贴图烘焙准备 | face reduction & pre-bake step.
物理模拟 | Physical Simulation
大部分完整三维软件 | most 3D software packages
高效;形态逼真 | efficient and realistic
设置难;修改速度慢 | difficult to setup and slow to modify
大量刚体场景;织物、毛发、流体 | scenes with many rigid bodies, fabric, hair and fur and liquid
变形球 | Metaball
部分三维软件 | some 3D software packages
简便易用 | easy to use
形态可控性差 | little control over the resulting shapes
粗模;半流体 | course shape and semifluid
元件拼装 | Kit Bashing
大部分完整三维软件及预制件库 | most 3D software packages and premade models
快捷;易出效果 | fast and easy to achieve good results
必须先制作或购买高品质素材 | must first make or purchase high-quality materials
快速搭建场景、机械等 | fast construction of scenes, machines and etc.
三维导航与视图操作练习文件 | Exercise file for 3D navigation and viewport operation
布尔运算练习文件 | Exercise files for boolean operations
Blender中的三维文本 | 3D Text in Blender
法线编辑练习文件 | Exercise files for normal editing
法线相关学习资料 | Learning materials for normals
教学视频 | video tutorials
法线基本概念 | basic concepts of normals
选择着色方式 | choose shading modes
法线编辑菜单命令 | menu commands for normal editing
Normal Edit编辑器 | Normal Edit modifier
Weighted Normal编辑器 | Weighted Normal modifier
Edge Split编辑器 | Edge Split modifier
曲线与多边形建模练习文件 | exercise file for curves and polygon modeling
捕捉功能练习文件 | exercise file for snapping functions
国际象棋棋子建模练习文件 | exercise file for chess piece modelling
高模国际象棋棋子建模练习文件 | exercise file for high-poly chess piece modelling
关于布线的参考教程(硬表面) | online courses on topology (hard surface)
完整课程系列请访问以下链接 | visit the following link for the complete series
关于布线的参考教程(头部) | online courses on topology (head)
UV整理练习文件 | exercise file for UV unwrapping
UV相关扩展阅读资料 | Extensive Reading materials for UV editing
UV概念及操作 | UV concepts and operations
UV编辑器 | UV editor
UV Project修改器 | UV Project modifier
UV Warp修改器 | UV Warp modifier
在Blender中整理头部模型UV | unwrapping a head model in Blender
RizomUV整理练习文件1:头像 | exercise file for RizomUV unwrapping 1: Head
第三方素材来源 | source of 3rd-party content
https://www.cgtrader.com/items/3999199/download-page
RizomUV整理练习文件2:机器人 | exercise file for RizomUV unwrapping 2: Robot
第三方素材来源 | source of 3rd-party content
https://www.cgtrader.com/items/2785788/download-page
RizomUV视频教程 | video tutorials for RizomUV
Substance Sampler材质导出练习文件 | exercise file for Substance Sampler material export
Substance Sampler材质创建练习文件 | exercise file for Substance Sampler material creation
Substance Sampler材质混合练习文件 | exercise file for Substance Sampler material blend
Substance Sampler全景图编辑练习文件 | exercise file for Substance Sampler panorama modification
第三方素材来源 | source of 3rd-party content
https://substance3d.adobe.com/community-assets/
创建项目练习 | exercise of project creation in substance painter
基础绘制练习 | Exercise of Basic Painting
智慧材质练习 | Exercise of Smart Materials
Blender重拓扑练习 | Exercise of Retopology in Blender
第三方素材来源 | source of 3rd-party content
https://www.cgtrader.com/free-3d-print-models/games-toys/toys/mech-bug-statue
制作法线贴图练习 | Exercise of Creating a Normal Map
机械胸像材质绘制练习 | Exercise of Painting a Robot Bust
第三方素材来源 | source of 3rd-party content
https://www.cgtrader.com/free-3d-print-models/games-toys/toys/mech-bug-statue
角色绘制练习 | Exercise of Painting a Human Character
第三方素材来源 | source of 3rd-party content
https://www.3d.sk
第三方教学视频 | 3rd Party Video Tutorials
渲染特性 | render features
第三方素材来源 | source of 3rd-party content
https://www.cgtrader.com/free-3d-print-models/games-toys/toys/mech-bug-statue
常见材质表现之石与木 | render common mateirals: rock and wood
第三方素材来源 | source of 3rd-party content
https://quixel.com/megascans
https://www.turbosquid.com/3d-models/butterfly-rigged-animate-3d-1629516
常见材质表现之金属 | render common mateirals: metal
第三方素材来源 | source of 3rd-party content
https://www.turbosquid.com/3d-models/3d-similor-kugler-citypro-mixers-model-1226202
常见材质表现之玻璃与液体 | render common mateirals: glass and liquid
第三方素材来源 | source of 3rd-party content
https://www.turbosquid.com/3d-models/3d-figurine-cats-model/752368
https://www.turbosquid.com/3d-models/free-legendary-soviet-table-glass-3d-model/825305
常见材质表现之塑料 | render common mateirals: plastic
第三方素材来源 | source of 3rd-party content
https://www.turbosquid.com/3d-models/max-chamber-pot-chamber/777579
https://www.turbosquid.com/3d-models/3d-model-toothbrush-tooth-1632642
常见材质表现之蜡烛 | render common mateirals: wax candle
第三方素材来源 | source of 3rd-party content
https://www.turbosquid.com/3d-models/skull-printing-obj/690305
https://www.turbosquid.com/3d-models/free-max-model-decor-candles/1111309
二维美术 | 2D Art
分辨率与清晰度 | resolution and definition
色彩深度和alpha通道 | color depth and alpha
贴图文件格式 | texture file formats
贴图制作原则 | principles of texture creation
GUI和立方体贴图 | GUI textures and cubemaps
HDRI贴图 | HDRI textures
基于物理的材质设计 | PBR materials
三维美术 | 3D Art
多边形数量 | polygon count
其它建模考虑因素 | other modeling hints
渲染优化策略 | rendering optimization
UV
动画 | animation
模块化建模策略 | modular modeling strategy
法线贴图 | normal mapping
原生插件 | bundled add-ons
名称 | Name 功能 | Functions 链接 | Link
Magic UV
UV展开 | UV unwrapping
Rigify
角色绑定 | character binding
Node Wrangler
节点快捷操作 | fast node operations
第三方插件 | third-party add-ons
名称 | Name 功能 | Functions 链接 | Link
MACHIN3
操作集成与菜单优化 | operation optimizer
Hard Ops
操作集成与菜单优化 | operation optimizer
Mesh Machine
布线调整与优化 | edge flow adjustment and optimization
Box Cutter
切割建模 | modeling via subtraction
Fluent
布尔建模 | modeling via boolean operations
Random Flow
随机网格挤出 | random polygon extrusion
Quad Remesher
重拓扑 | retopology
Flip Fluids
流体模拟 | fluid simulation
Auto Rig Pro
角色绑定 | character binding
Botaniq
创建植物 | plantation
Bagapie
创建植物 | plantation
Geo Scatter
散布物体 | object scattering
Fluent Materialzer
快捷程序化材质 | procedural materials
Node Preview
节点预览 | preview geometry nodes
Baya
Blender转Maya | Conversion from Blender to Maya
SuperIO
快捷导入导出 | fast import and export
Physical Starlight and Atmosphere
程序化天空 | procedural sky
Photographer
专业摄像机插件 | professional camera add-on
Turbo Tools
渲染加速 | rendering acceleration

学习任务 | Learning Tasks

课程学前调研 | pre-course survey
访问以此链接完成课程学前调研问卷 |
Fill in the pre-course survey questionnaire using this link.
课后自学 | self-learning
基于“学习资料 → 2 人工智能生成内容”完成自学 |
Finish the self-learning task using the content in “Learning Materials → 2 AIGC”
作业提交 | homework submission
确定期末创作选题,并于9月24日中午12:00之前提交至此链接 |
Decide on what your final assignment should look like, and submit it to this link before 12:00 at noon, 24 Sept.
作业提交 | homework submission
需要修改方案的同学,请根据上课时老师给的调整意见于9月29日晚上24:00之前提交至此链接 |
Those who need to modify the design concept, please refer to the suggestions given by the teacher in class and re-submit the final version to this link before 24:00 at night, 29 Sept.
国庆假日 | National Day holiday
软件安装 | software installation
请访问此链接下载并安装Blender 3.6.x版本 |
Please use this link to download and install Blender version 3.6.x.
课后复习 | review
基于“学习资料 → 3.1~3.4 基础建模”复习并深入理解不同建模方式的异同优劣 |
Review and establish a profound understanding of the differences among variou modeling techniques using the content in “Learning Materials → 3.1~3.4 3D Modelling:Basic Modeling”
课后复习 | review
基于“学习资料 → 3.1~3.4 基础建模”复习并掌握如何运用布尔运算、创建三维立体文字以及修改法线 |
Review and obtain the skills of how to perform boolean operations, create 3D text and modify split normals using the content in “Learning Materials → 3.1~3.4 3D Modeling:Basic Modeling”
课后复习 | review
从“学习资料 → 3.5 三维建模:多边形建模”下载练习文件,并尝试自行完成建模练习 |
Download exercise files from “Learning Materials → 3.5 3D Modeling: Polygon Modeling” and try to finish these exercises by yourself.
课后复习与自学任务 | review and self-learning
从“学习资料 → 3.6 三维建模:细分多边形建模”下载练习文件,并尝试自行完成建模练习;自行深入学习建模布线相关知识 |
Download exercise files from “Learning Materials → 3.6 3D Modeling: Subdivision Modeling” and try to finish these exercises by yourself. Extend your knowledge on 3D topology using the materials provided.
课后复习与自学任务 | review and self-learning
从“学习资料 → 4 UV整理”下载练习文件,并尝试自行完成UV整理练习;自行学习并尝试进行头部模型UV整理 |
Download exercise files from “Learning Materials → 4 UV Unwrapping” and try to finish these exercises by yourself. Learn and try to perform UV unwrapping for head models.
课后复习与自学任务 | review and self-learning
利用教学视频自行学习RizomUV软件,并利用“学习资料 → 4.5 RizomUV”完成RizomUV练习 |
Learn RizomUV with the video tutorials. Download exercise files from “Learning Materials → 4.5 RizomUV” and try to finish the exercises.
课后复习与自学任务 | review and self-learning
利用教学视频自行学习Substance Sampler软件,并利用“学习资料 → 5.2 Adobe Substance Sampler”完成材质创建与全景图编辑练习 |
Learn Substance Sampler with the video tutorials. Download exercise files from “Learning Materials → 5.2 Adobe Substance Sampler” and try to finish the material and environment map creation exercises.
课后复习 | review
从“学习资料 → 5.3 Adobe Substance Painter”下载练习文件,并尝试自行完成贴图绘制练习 |
Download the exercise files from “Learning Materials → 5.3 Adobe Substance Painter” and try to finish texture painting exercises.
课后复习 | review
从“学习资料 → 5.3 Adobe Substance Painter”下载练习文件,并尝试自行完成重拓扑练习 |
Download the exercise files from “Learning Materials → 5.3 Adobe Substance Painter” and try to finish retopology exercises.
课后复习与自学任务 | review and self-learning
利用“学习资料 → 6 材质、灯光、相机与渲染”中的练习文件复习如何在Blender中运用灯光、材质,并使用Cycles进行渲染 |
Use exercies files from “Learning Materials → 6 Materials, Lights, Cameras & Rendering” to review how to use lights and materials in Blender and how to render with Cycles.
自学任务 | self-learning task
利用“学习资料 → 7 为游戏制作美术资源”中的视频学习如何进行游戏美术资产开发 |
Using the video tutorials in “Learning Materials → 7 Visual Art for Games” to understand how to create art content for games.
提交期末作业 | submit final-term assignment
在2024年1月20日前将期末作业提交至百度网盘 |
Submit final-term assignment to Baidu netdisk by 20 January, 2024.
课程成果 | Learning Outcomes
历年佳作 | Previous Works
作品展示链接 | Links to the works