3D Studio Course Document

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MGD-3003 3D Studio Course Designer: Brian K. Tinker LMS: Instructure Canvas Learner Profile: Required course for Integrated Media BAS degree, typically taken in the fifth semester (Fall Semester, Junior year). Undergraduates from the Graphic Design, Digital Media, Professional Photography, Technical Theatre, Ski and Snowboard Business, and Action Sports majors. The course assumes students have baseline proficiency with Adobe Illustrator and Photoshop. It does not assume any proficiency with a 3D modeling application. This 3-credit course is taught using a Realtime Remote 1 modality over an eight week half-semester term.


Table of Contents Module 1: Real and Faux 3D in Photoshop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Module 2: Real and Faux 3D in Illustrator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Module 3: Elevations/Isometric Renderings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Module 4: 2.5D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Module 5: Introduction to Real 3D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Module 6: Additive Manufacturing (3D Printing) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Module 7: Build a Character in 3D . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Module 8: 3D Model Walk-Through . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

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MODULE 1: Real and Faux 3D in Photoshop Acknowledge Syllabus 7 days Access the Syllabus through the left-hand navigation panel. After reviewing the Syllabus, post this statement to this Assignment: “I have read and understand the course syllabus”

10pts

Prototype Design The world of design and the world of video are both expanding at a rapid pace to include three dimensional spaces and objects. Designers must understand the basics of product design, 3D virtual design, and even 3D interface design. Video editors should have a good handle on moving cameras through 3D spaces and be able to add graphics to 3D interfaces and videos. After touring the Prototype Lab in class, to better understand the tools involved in Prototyping take a look at this LinkedIn Learning video:

Fauxtoshop Resources Photoshop can be used to create both faux 3D and real 3D objects that can be manipulated. This is NOT at all new in Photoshop, we’ve been adding drop shadows to objects for decades. The key with understanding when to choose FAUX versus actual 3D is determining the end use of the visual. If the visual is intended to be used as 2D output, then Faux 3D may be all you need. If the visual has an end use of an actual 3D object, real 3D will eventually be needed. Remember, you may want to use MORE than just Photoshop when building pieces. A Faux 3D tutorial (12 minutes): Photoshop Tutorial | Learn How to Create a Wall Clock https://youtu.be/I6HxN9glt1E If you have an older version of Photoshop available, you can take advantage of features that Adobe has removed from the current version (to create demand for the separate Adobe Substance suite of products that aren’t included in an Adobe Creative Cloud subscription): Using 3D features in Photoshop to make 2D look 3D (with older version of Photoshop): https://digitalsynopsis.com/design/how-to-convert-2d-images-to-3d-in-photoshop/#google_vignette IMD-3003 PS Faux 3D Gallery.pptx Faux 3D in Photoshop Assignment 7 days First: Refer to the grading rubric for this assignment. Second: Create a Faux 3D Wall mounted lighting fixture in Photoshop. Stipulations: • Fixture must appear to have dimension

10pts

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• Consider the impression of surface you are indicating (hard shiny, textured, matte, etc.) • 90º (head-on) view of the fixture. OR an oblique angle (30-45º angle) view. The advantage of the oblique angle approach is that it will likely be easier to create the impression of dimension from an angle • Draft a process statement that recounts the development of your image and your opinion of the final result. EXTRA CREDIT: Submit both a 90º and an oblique angle view. Third: By 11:59pm of the due date post a reply to this Discussion thread. Attach your file(s) in the format of your choice (.psd, .pdf, .tiff, etc.). Avoid non-standard formats. Paste your Process Statement into the text field Faux 3D in Photoshop Rubric Criteria Ratings Points Appearance of Dimension 5 to >1.0 pts 0 pts Image exhibits such Image exhibits no discernappearance of dimension ible appearance of dimenthat it looks photorealistic sion, or was not submitted. (lifelike). Process Statement 3 to >1.0 pts 0 pts Process Statement was Process Statement is authentic, informative and inauthentic and/or not grammatically correct. informative and/or was not grammatically correct. Compliance 2 to 1.0 pts 0 pts All instructions were folInstructions were not lowed with no exceptions. followed, or assignment not submitted. Total Points

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MODULE 2: Real and Faux 3D in Illustrator Illustrator 3D Resources LinkedIn Learning Tutorial: https://www.lynda.com/Illustrator-tutorials/Illustrator-CC-One-One-Mastery/124402-2.html View Section 41. Adobe Tutorial: https://helpx.adobe.com/illustrator/how-to/illustrator-moving-into-3d.html Other Tutorials: http://designmodo.com/3d-modeling-illustrator/ http://www.digitalartsonline.co.uk/tutorials/adobe-illustrator/create-quirky-3d-imagery-in-illustrator/ https://www.smashingmagazine.com/2009/06/50-excellent-3d-adobe-illustrator-tutorials/ IMD-3003 Adobe Illustrator 3D Gallery.pptx Adobe Illustrator 3D Practice Lab 3D in Illustrator Assignment 7 days 10pts First: Refer to the grading rubric for this assignment. Second: Create two different chair designs. Render one using faux 3D methods in Illustrator. Produce the other using the 3D feature in Illustrator (the extrude/rotate, etc. tool). Chair gallery for your reference/inspiration: https://www.theguardian.com/lifeandstyle/gallery/2009/oct/16/top-10-iconic-chairs Third: By 11:59pm Wednesday, reply to this Discussion and attach you native .ai files. Convert any fonts to outlines. Paste your Process Statement into the text field 3D in Illustrator Rubric Criteria Ratings Points Appearance of Dimension 5 to >1.0 pts 0 pts Image exhibits such Image exhibits no discernappearance of dimension ible appearance of dimenthat it looks photorealistic sion, or was not submitted. (lifelike). Process Statement 3 to >1.0 pts 0 pts Process Statement was Process Statement is authentic, informative and inauthentic and/or not grammatically correct. informative and/or was not grammatically correct. Compliance 2 to 1.0 pts 0 pts All instructions were folInstructions were not lowed with no exceptions. followed, or assignment not submitted. Total Points 3


MODULE 3: Elevations and Isometric Drawings Elevations and Isometric Resources The design and fabrication of 3D objects can run the gamut from minute single objects all the way to massive objects like a soccer stadium or skyscraper. One way designers, architects, engineers and other working in 3D visualize concepts is through various kinds of renderings. Renderings can be hand-drawn, created as 2D graphics on a computer using programs like Illustrator or Photoshop, or generated from models built in 3D software. Most renderings fall into four basic categories: • Elevation Drawings • Isometric Drawings • Perspective Drawings • Renderings from 3D software In this Module we will be focusing on elevations and isometric drawings. These renderings are widely used because they can be made with a minimum of skill, yet both can function as blueprints for fabrication because unlike distances in a perspective drawing or 3D rendering, the distances within these drawings is not relative, but absolute. Elevation Drawing Orthographic Drawing is the official name of Elevations, but in practice the term elevation drawing is universally understood. The name gives a clue to the appearance of elevation drawings. The drawing assumes a baseline that can be an actual physical ground (the earth), or simply the bottom edge of an object. The drawing consists of showing the “elevation”, or height and width of the object including all details within that space. To fully render an object, an elevation must be executed for each unique surface of the object (some objects contain identical surfaces which can be differentiated by a label rather than an additional elevation). For example: Rendering a featureless rectilinear solid would require only three (3) elevations: • Front (which identical to the back) • Side (which is identical to the other side) • Top (which is identical to the bottom)

Whereas rendering a rectilinear solid with features, like your smartphone would require six (6) elevations, because each surface contains unique features: • Front • Back • Top • Bottom • Left Side • Right Side

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Objects more complex than rectilinear solids might require an even greater number of elevations to be completely rendered. There is a short (<6 minutes) video on LinkedIn Learning that does a nice job of explaining elevations in more detail. Keep in mind that although the video is using an architectural project as the example, the principles of elevation drawing are universal: Construction Management: Reading Drawings & Specifications, with Jim Rogers You’ll want to watch this specific video: Section 2: Types of Views > Elevation View If you go a couple videos down in Section 2, you’ll find a video entitled, “Isometric View” which demonstrates one of the many, many anomalies in visual communications. The video refers to the perspective views shown in the video as isometric views. Apparently, the maker of the CAD software used arbitrarily decided to use the wrong name for that feature of their software. Isometric Drawing Isometric drawing (AKA called isometric projection) is intended to combine the illusion of depth, as in a perspective rendering, with the undistorted presentation of the object’s principal dimensions (that is, those parallel to a chosen set of three mutually perpendicular coordinate axes). In an isometric drawing the plane is oriented so that it makes equal angles (hence “isometric,” or “equal measure”) with the three principal planes of the object. Thus, in an isometric drawing of a cube, the three visible faces appear as equilateral parallelograms; that is, while all of the parallel edges of the cube are projected as parallel lines, the horizontal edges are drawn at an angle (usually 30°) from the normal horizontal axes, and the vertical edges, which are parallel to the principal axes, appear in their true proportions. Isometric drawings can be very simple:

Elevations of that same body for reference.

More complex: More complex:

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Or very complex:

Isometric drawing is commonly used in video games, beginning in their early days, and continuing to the present:

When drafting isometric drawings, it may help to use a grid of some sort, rather than a blank screen or sheet of paper:

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When used together, elevations and isometric drawings can provide a very complete representation of an object or scene. With the benefit of also serving as a blueprint, because the distances are not relative, but can be measured:

Although 30º is the most common angle for isometric drawings, any angle can actually be used. Angles that are particularly acute or oblique can make measuring off the drawing more difficult. Other Orthographic Projections While isometric is the most common type of orthographic projection, there are others, including:

Perspective projection was very popular in Japanese visual culture, but Cavalier orthographic projection was also commonplace, as seen in this medieval triptych:

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Isometric Tutorials Here’s a great LinkedIn learning lesson on how to create isometric drawings in Illustrator (although it is four hours long): Drawing Vector Graphics: Isometric Illustration, with Von Glitschka https://www.linkedin.com/learning/drawing-vector-graphics-isometric-illustration/ There are also many, many isometric tutorials on YouTube and elsewhere on the internet. Elevations and Isometric Practice Lab Elevations Assignment First: Review the grading rubric for this assignment.

5 days

10pts

Second: Create elevations of an object with no less than six(6) sides, and both straight and curved edges. Criteria: • Must create an elevation of each unique surface • Elevations and rendering must be drawn to scale. Scale must be no smaller than 100%, and no larger than 200% • Elevations must contain all feature details above 1/32” in size • Drawings can be executed by hand, or built in Illustrator • Drawings can be black & white or color Third: By midnight Tuesday, reply to the Discussion, attaching your files, and pasting your Process Statement into the text field. Fourth: Before the next class, critique the submissions of ALL of your classmates. Elevations Rubric Criteria Ratings Execution 4 pts 3 pts Elevations are Elevations exhibit rendered accurately, no more than one including adequate (1) deficit. detail. Process Statement 3 pts 2 pts Process Statement is Process Statement is authentic, informative not fully inauthentic and grammatically and/or not informative correct. and/or contained no more than one (1) error. Compliance 3 pts 2 pts All instructions were Instructions followed followed with no with not more than exceptions. one (1) exception.

2 pts 0 pts Elevations exhib- Elevations exhibit it no more than than two (2) two (2) deficits. deficits, or were not submitted. 1 pt 0 pts Process StateProcess Statement contained ment contained no more than more than two (2) two 2) grammatical errors, or was (errors. not submitted. 1 pt 0 pts Instructions Instructions were followed with not not followed, or more than two assignment not (2) exceptions. submitted. Total Points

Points

8


Isometric Rendering Assignment First: Review the grading rubric for this assignment.

5 days

10pts

Second: Create an isometric drawing of the same object as the Elevations Assignment. Criteria: • Must provide viewer an adequate understanding of the object. More than one isometric drawing might be required do accomplish this • Isometric rendering must be drawn to scale. Scale must be no smaller than 100%, and no larger than 200% • Elevations must contain all feature details above 1/32” in size • Rendering(s) can be executed by hand, or built in Illustrator • Renderings(s) can be black & white or color Third: By midnight Tuesday, reply to the Discussion, attaching your files, and pasting your Process Statement into the text field. Fourth: Before the next class, critique the submissions of ALL of your classmates. Isometric Rendering Rubric Criteria Ratings Execution 4 pts 3 pts Rendering is Rendering exhibits rendered accurately, no more than one including adequate (1) deficit. detail. Process Statement 3 pts 2 pts Process Statement is Process Statement is authentic, informative not fully inauthentic and grammatically and/or not informative correct. and/or contained no more than one (1) error. Compliance 3 pts 2 pts All instructions were Instructions followed followed with no with not more than exceptions. one (1) exception.

2 pts 0 pts Rendering exhib- Rendering exhibiat no more than its more than two two (2) deficits. (2) deficits, or was not submitted. 1 pt 0 pts Process StateProcess Statement contained ment contained no more than more than two (2) two 2) grammatical errors, or was (errors. not submitted. 1 pt 0 pts Instructions Instructions were followed with not not followed, or more than two assignment not (2) exceptions. submitted. Total Points

Points

9


MODULE 4: 2.5D 2.5D Resources 2.5D Object video: https://www.youtube.com/watch?v=qRhtOozh-vc IMD-3003 2.5D Presentation.pptx Prototype Lab Tour Introduce students to capabilities of major equipment: • CO2 Gantry Laser Engraver/Cutter • Fiber Galvo Laser Engraver/Cutter • CNC Table Router • CNC Mill/Router • Waterjet Cutter • Panel Saw • Welding Rig • Plasma Cutter Rig • Blasting Cabinet Preparing Vector Files for Prototyping Machines Lecture/Lab 2.5D Object Assignment First: Refer to the grading rubric for this assignment.

7 days

10pts

Second: Design an object for 2.5D fabrication using a laser engraver or CNC router. First, do a rendering (perspective, orthographic projection, or elevations). Then build a vector file in Adobe Illustrator. Third: By 11:59pm Wednesday, reply to this Discussion and attach you native .ai file(s). Convert any fonts to outlines. Paste your Process Statement into the text field. Fourth: Load your native .ai files onto a USB thumb drive and bring to our next class meeting. If you have a laptop computer, bring it to class. You will find it handy if you need to modify your files while in the Prototype Lab. 2.5D Object Rubric Criteria Ratings Execution 5 pts 4 pts Vector file is ready Vector file requires for machine with no no more than one changes. correction. Process Statement 5 pts 4 pts Process Statement is Process Statement authentic, informative contained no more and grammatically than one (1) error. correct.

3 pts Vector file requires no more than two corrections. 3 pt Process Statement contained no more than two 2) grammatical (errors.

0 pts Vector file was not submitted.

Points

0 pts Process Statement contained more than two (2) errors, or was not submitted. Total Points 10


MODULE 5: Introduction to Real 3D Real 3D Resources To complete the real 3D projects in this course you can use any number of software applications — it’s up to you. Possibilities include: • Autodesk Fusion360 (the application we use most in the Prototype Lab) • Vectorworks (leading 3D modeling application in the theatre and live events industries) • Adobe Substance (node-based application which some find easier to use) • Blender (feature-rich application that also does animation, EFX, and video editing) • SketchUp • TinkerCAD Your choice might be influenced by a few facts: • Fusion360 and Vectorworks have free versions for students through the publisher websites • Adobe Substance is NOT part of Adobe Creative Cloud. It requires a separate subscription fee. There is no free version, but you can demo it free for 30 days • Blender is a free open-source application • TinkerCAD is a free web-based application • SketchUp has a limited web version for free, but a fully-featured version costs students $55 for an annual subscription. Whatever path you choose, here are some “tip of the iceberg” resources: LinkedIn Learning (these are reference images, not links):

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Personally, I think Vectorworks itself offers better tutorials than LinkedIn Learning: university.vectorworks.net You’ll need to set up a free account. Then search for this course:

3D Tools Exploration Lab 3D Tool Choice Graded Discussion First: Refer to the grading rubric for this assignment.

4 days

10pts

Second: In this discussion, tell us which 3D application you decided to learn. Why did you choose that application? How far along the learning path have you gotten with the application? Which feature has been the hardest to master? Third: Post your initial response by midnight Wednesday. Fourth: By midnight Saturday, add any updates to your initial post and make SUBSTANTIVE comment on the responses of at AT LEAST TWO (2) classmates. 3D Tool Choice Discussion Rubric Criteria Ratings Posted appropriate 4 pts 3 pts response Response contained Response was the volume/detail relargely appropriate, quired to communicate or was too brief to be with a high degree of completely effective effectiveness.. Made substantive 3 pts 2 pts comment on the Substantive comment Substantive comment responses of at least was made on the was made on the two (2) classmates response of at least two response of only one classmates. classmate, or didn’t meet the criteria to be “Substantive”. Used proper English 3 pts 2 pts grammar, punctua- Participation employed Participation contion, and spelling. proper English gram- tained no more than mar, punctuation, and two (2) minor errors, spelling.

2 pts Response was only marginally appropriate and/ or effective.

0 pts Response was not submitted, or was wholly inappropriate.

1 pt Comments did not meet the criteria to be considered “substantive”.

0 pts No qualifying comments were made on the responses of classmates.

1 pt Participation contained more than no more than (4) errors.

0 pts Participation errors were excessive or were not submitted. Total Points

Points

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MODULE 6: Additive Manufacturing (3D Printing) 3D “Support” References One of the most challenging aspects of 3D printing is understanding and becoming proficient with Supports. These resources might help in that respect, allowing you to produce optimal 3D prints. https://all3dp.com/2/3d-printing-supports-guide-all-you-need-to-know/ https://all3dp.com/1/3d-printing-support-structures/ https://youtu.be/9RhAFA21UCc https://youtu.be/RPijCjz9G1w FDM PRINT

SLA PRINT

Types of 3D Printers 3D printers come in a range of models, from simple home hobbyist models to very complex (and very expensive) industrial machines. In addition to the 3D printers in the PLAB, they can often be accessed at public libraries, and community maker-spaces. 3D printers might also be referred to as “rapid prototyper devices”. There are three main categories of 3D printer: • FDM — Fused Deposition Modeling • Most common type of 3D printer • Lowest price of entry and materials • Method: melts and extrudes thermoplastic filament (including ABS, PLA, Nylon, FPU, and more) • Lowest resolution and accuracy • Best for basic proof-of-concept models and simple prototyping • SLA — Stereolithography • Second most common type of 3D printer (widely used in the dental appliance industry) • Method: laser cures photopolymer resin • Highly versatile material selections • Highest resolution and accuracy, fine details • Best for functional prototyping, patterns, tooling and molds (widely used in jewelry casting) • SLS — Selective Laser Sintering • Method: laser fuses polymer powder • Low cost per part, high productivity • No support structures needed • Excellent mechanical properties, resembling injection-molded parts • Can print with metal powders • Best for functional prototyping and end-use production While all 3D printer categories are complex marvels of technology, the SLS process is particularly interesting: https://youtu.be/FiMQ8kG7394

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Types of 3D Printers in the Prototype Lab (PLAB) • FDM — Fused Deposition Modeling • Bambu Labs X1 Carbon • Fastest printer in the PLAB • 600 x 600 x 600 mm build envelope • Up to four different filaments in a single print (multi-filament printing produces a LOT of waste) • Sindoh Wox3 • 420 x 420 x 420 mm build envelope • Easy to use software • Lulzbot Taz 5 • 560 x 560 x 600 mm build envelope • Fat extruder works well with flexible substrates (with a significant compromise in resolution) • MarkForged Onyx Pro • 420 x 600 x 420 mm build envelope • Prints very strong carbon-infused nylon • Can add fiberglass for even stronger prints • Most expensive filament (more than twice the price) • SLA — Stereolithography • Peopoly Phenom • 420 x 420 x 1200 mm build envelope • Can print tallest prints in the PLAB • Requires post processing (ultrasonic rinse, and UV light curing) 3D Printing Exploration Lab 3D Chair... No, F’Reals First: Refer to the grading rubric for this assignment.

7 days

10pts

Second: Pick one of your chair designs from the earlier assignments (or build a new one). Build it in the 3D modeling program of your choice. Third: Post a render export .jpg or your model, the file, an .stl export and process statement. Chair... No, F’Reals Rubric Criteria Ratings Execution 5 pts 4 pts .stl file is ready for .stl file requires machine with no no more than one changes. correction. Process Statement 5 pts 4 pts Process Statement is Process Statement authentic, informative contained no more and grammatically than one (1) error. correct.

3 pts .stl file requires no more than two corrections. 3 pt Process Statement contained no more than two 2) grammatical (errors.

0 pts .stl file was not submitted.

Points

0 pts Process Statement contained more than two (2) errors, or was not submitted. Total Points 14


MODULE 7: Build a Character in 3D Character in 3D References The meaning of the term “character” in 3D modeling, gaming, and animation is pretty broad. It can range from a complex, fully articulated humanoid or animal to a simple geometric form. To qualify as a character, the item need only have the potential for intentional action (as opposed to being an inert form that is acted upon by other elements). A character might takes days (even weeks) to build. Or it might take 30 seconds. This blog from game publisher Kevuru Games does a nice job explaining (and showing) many of the myriad of topics and considerations for character modeling: https://kevurugames.com/blog/the-complete-guide-to-3d-character-modeling-for-the-uninitiated/ The assignment in this module is to build a Character in 3D, so it might be helpful for you to see a sampling of characters submitted by previous students of the course:

Built in Fusion 360. Built in Blender. This model couldn’t be printed successfully any smaller than 8” tall due to the details and cantilever elements. It required water soluble supports, so could only be printed on the Bambu X1 Carbon.

Built in Fusion 360.

Built in Solidworks. Built in Blender.

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3D Character Development Lab Build a Character in 3D Assignment First: Refer to the grading rubric for this assignment.

7 days

10pts

Second: Build a 3D character model. Make the model small (2”x2”x2”), so it can be printed relatively fast. Third: Post a render export .jpg or your model, the file, an .stl export and process statement. Build a Character in 3D Rubric Criteria Ratings Execution 5 pts 4 pts .stl file is ready for .stl file requires machine with no no more than one changes. correction. Process Statement 5 pts 4 pts Process Statement is Process Statement authentic, informative contained no more and grammatically than one (1) error. correct.

3 pts .stl file requires no more than two corrections. 3 pt Process Statement contained no more than two 2) grammatical (errors.

0 pts .stl file was not submitted.

Points

0 pts Process Statement contained more than two (2) errors, or was not submitted. Total Points

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MODULE 8: Room Model Walk-Through Room Model Walk-Through References One of the popular uses of 3D modeling is building prototypes rooms and other spaces. Even entire buildings. These models are used to aid visualization and understanding of dimensional environments. A virtual tour of spaces can take the form of a “walk-through” or “fly-through”. Some 3D modeling applications include tools to facilitate these virtual tools. But many do not. Fortunately, the good folks at Unity 3D make that task free and (relatively) easy. The first step is to build the environment. Then bring it into Unity, add a navigation tool and export the Scene. This two-step process is the crux of this module’s assignment. Importing 3D files into Unity Unity supports a number of standard and proprietary model file formats. Internally, Unity uses the .fbx file format as its importing chain. It is best practice to use the .fbx file format whenever possible, and you should not use proprietary model file formats in production. Standard file formats: Unity can read the following standard 3D file formats: .fbx .dae (Collada) .dxf .obj. These file formats are widely supported. They are also often smaller than the proprietary equivalent, which makes your project size smaller, and faster to iterate over. You can also re-import exported .fbx or .obj files into your 3D modeling software of choice to check that all of the information has been exported correctly. Proprietary file formats: You should not use these file formats in production; instead, export to the .fbx format wherever possible. However, sometimes you might need to include these files as part of your project. Unity can import proprietary files from the following 3D modeling software, and then convert them into .fbx files: • Autodesk Maya • Blender • Modo • Cheetah3D For more information, search for Importing Proprietary Model Files in the Unity’s in-app Help feature. The following applications do not use .fbx as an intermediary. Unity must convert them into .fbx files before importing them into the Editor: • SketchUp • SpeedTree • Autodesk 3ds Max For more information, see the publisher’s documentation on SketchUp Import Settings and SpeedTree Import Settings.

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Unity does not provide built-in support for Cinema4D files. To use Cinema4D files in Unity, you should export them from the proprietary software as .fbx files. Assets saved as .ma, .mb, .max, .c4d, or .blend files fail to import unless the corresponding 3D modeling software is installed on the viewer’s computer. First-Person Standard Character Setup in Unity Whether you’re building a AAA first person shooter (FPS) game in the hope of getting rich, or simply wanting to show your spouse what your proposed kitchen remodel will look like, you’ll need to engineer a “character” in the Unity scene through whose “eyes” the viewer will navigate the space. To set up a first-person standard character in Unity, perform these nine steps: 1. Open the Package Manager Window (Window > Package Manager) and select the Character Controller package. 2. Open the Samples tab, and select Import to bring the Standard Characters assets into your project. Unity adds the standard character files to your project, under the Samples/Character Controller/[version]/Standard Characters folder. 3. Create a subscene, if you haven’t already. 4. Navigate to the Samples/Character Controller/[version]/Standard Characters/FirstPerson/Prefabs folder. Drag the FirstPersonCharacter and FirstPersonPlayer prefabs into the subscene. 5. Select the FirstPersonPlayer GameObject. 6. In the Inspector, navigate to the First Person Player Authoring component and under Controlled Character, set the FirstPersonCharacter GameObject:

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7. Open the FirstPersonCharacter GameObject’s hierarchy and select the View GameObject. 8. Navigate to the Samples/Character Controller/[version]/Standard Characters/Common/Scripts/ Camera folder. Drag the MainEntityCameraAuthoring script onto the View GameObject.

This component marks the View entity as the entity that your GameObject camera must follow. The View GameObject represents the camera point of the first person character. When you control the look input of the character, Unity rotates the View entity up and down. 9. Make sure your scene has a camera GameObject that isn’t in a subscene. Drag the MainGame ObjectCameraAuthoring script onto the camera. This component marks the camera as the GameObject that must copy the entity marked with MainEntityCameraAuthoring every frame:

Confused? Don’t be. We’ll be going over this in this week’s class meeting.

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Exporting a Scene from Unity Select a scene, pull down Assets menu > Export Package. The command will create a “zip” archive containing the scene and the objects that are currently into it. This will keep the references between assets and allow you to share your scene with anyone with Unity. 3D Room Modeling Lab Room Model Walk-through Assignment 7 days 20pts First: Refer to the grading rubric for this assignment. As the final assignment in this course, this project is worth 20 points rather than the usual 10. Second: Using the software application of your choice, build a 3D model of your primary workspace. Include details down to 1”. At a minimum, the model must include walls, windows, doors, and furnishings. Third: Import your model into Unity. Place the model in a Scene in Unity so that it can be navigated “walk-through” style (no special tools required). Then export the Scene from Unity and submit to this assignment. If the file size is too large for Canvas, post to cloud storage and submit a link (make sure the file is accessible by anyone with the link). Submit your Process Statement. Build a Character in 3D Rubric Criteria Ratings Execution of Room 5 pts 4 pts Model Room model was Room model was wholly suitable with suitable with one (1) no changes. exception. Execution of Unity 5 pts 4 pts Scene Scene was wholly Scene was suitsuitable with no able with one (1) changes. exception. Execution of First 5 pts 4 pts Person Character FPC was wholly FPC was suitable (FPC) in Unity suitable with no with one (1) changes. exception. Process Statement 5 pts 4 pts Process Statement is Process Statement authentic, informative contained no more and grammatically than one (1) error. correct.

3 pts 0 pts Room model was Room model was suitable with two not submitted. (2) exceptions. 3 pts 0 pts Scene was suitable Scene was not with two (2) excep- submitted. tions. 3 pts 0 pts FPS was suitable FPC was not with two (2) submitted. exceptions 3 pt 0 pts Process Statement Process Statement contained no more contained more than two 2) grammati- than two (2) errors, cal (errors. or was not submitted. Total Points

Points

END OF COURSE 20


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