View Full Version : Want to REALLY Learn Lightwave?

08-22-2003, 06:36 PM
The Intro Course is really an Beginner to Intermediate course.
It consists of over 30 hours of quicktime movies and the course is self paced
like my Character Course with the same unlimited support.

Its project based and centers around an all CGI TV series I worked on
called DAN DARE (http://www.splinegod.com/dan_dare.htm) . The show was based on a British comic book hero and has
a very retro style (Imagine a 1950's view of the 21st century).

I wanted to do a project which focuses on and teaches the use
of many of the most widely used tools in Modeler and Layout as
well as allow someone to become all around proficient at:
Modeling, Texturing, Lighting, Rigging (setting up anything to be animated) and Animating
I also wanted the project to be something that would be typical of a real project, be challenging and fun. :)

The project centers around a space port, with a spaceship, launch ramp, transport aircraft etc.
As I said before, the whole thing will be modeled, textured, rigged and animated.
I post additional quicktime movies when I want additional assignments done. I spend
a good deal of time helping, advising students and critiquing WIPs.
Like the Character Course this one is self paced. Most of the students are
still in the modeling and texturing stages.

Heres a few things that I cover:
1. How to properly set up a content directory for a project
2. Navigating Modelers interface - Where things are and how to locate tools.
3. Working in 3D space - The cartesian system
4. Points and Polygons - the basic building blocks
5. Selecting and Deselecting - basic modeling techniques
6. Loading and using reference images
7. Creating and modifying primitives
8. Basic Modeling tools and techniques such as:
Sphere,Box, Tubes, Pen tool, Splines, Bevel, Extrude,
Smooth Shift, Boolean, Solid Drill, Copy, Paste, Move,
Rotate, Size, Stretch, Rail Extrude/Clone, Layers, etc etc
9. Surfacing techniques and tricks
10. Texturing - Image maps, Procedurals and Gradients
11. Texture Projection types - Planar, Cylindrical, Cubic, Spherical, UV etc
12. Texture channels - Color, Diffuse, Spec, Luminosity, Transparency, Translucency, Bump etc
13. Using Texture Layers - Stacking textures and blending modes
14. Precision Texture Placement
15. Basic Lighting - 1, 2, 3 point Light setups
16. Strategic Light Placement - Putting Lights where they do the best job
17. Sculpting with Light and Shadow
18. Controlling Shadows and using Light exclusion
19. Using Lights to create a mood or atmosphere
20. Creating reuseable Light Kits
21. Using different Light Types
22. Radiosity , HDRI and Image based Lighting
23. Skytracer
24. Animation Timing
25. Keyframing
26. Graph editor
27. Spreadsheet, Motion Mixer and Scene editor
28. Navigating Layout
29. Rendering out stills and animations
30. Particles
31. Hypervoxels
32. Volumetric Lights
33. Special F/X tips and tricks
34. Inverse Kinematics, Motion Modifiers and Expressions
More then this is actually covered but this highlights much of what is covered.
Heres some examples of the reference used:
http://www.3dtrainingonline.com/intro_reference/ddcover1.jpg, http://www.3dtrainingonline.com/intro_reference/ddcover2.jpg
Heres a couple of quick examples of some student modeling and texturing: