About to teach with Daz Studio... any suggestion on what I should cover?

dakkuuandakkuuan Posts: 305
edited December 1969 in Daz Studio Discussion

As the title says, I'm teaching a Digital Image Processing class and I've got the go ahead to use Daz Studio, from both Daz and the school. This is an information tech course, so I was probably going to stay away from the artistic concepts, but any other ideas? I've got a few myself but I wanted to see what you guys have to say.

Comments

  • StratDragonStratDragon Posts: 3,249
    edited December 1969

    dakkuuan said:
    As the title says, I'm teaching a Digital Image Processing class and I've got the go ahead to use Daz Studio, from both Daz and the school. This is an information tech course, so I was probably going to stay away from the artistic concepts, but any other ideas? I've got a few myself but I wanted to see what you guys have to say.

    I'm curios why you would use Studio but not go over artistic concepts, after all it's not a modeling program, it's for setting up a scene with existing content. Otherwise some schools are using Blender as alternative to some of the more expensive software due to budget constraints, and out of the box you can use more common 3D techniques, for instance the lighting in Studio is very proprietary to a studio scene, and Blender is just one of many software titles that take into account real world principals of lighting when using the Cycles or LuxRender rendering engines, Studio is simplistic in comparison and fairly easy to grasp but depending on how long this course is you may want to expand it out to other software titles for a broader perspective.

  • prixatprixat Posts: 1,590
    edited December 1969

    What sort of age group and knowledge base are you thinking of?

  • JaderailJaderail Posts: 0
    edited December 1969

    Ideas would be hard to offer without some idea of which parts of the tech you will be covering. I get the idea but have no idea which topics you consider to be the tech side of things.

  • riccoptriccopt Posts: 0
    edited December 1969

    how long will the course be?
    what will be the DAZ 3D usage for the students?
    are you going to give the printed material or just the classes and they will be taking notes?
    are they going to do what you will teach them while you are teaching? (renders would kill the time very fast depending on the scenes they will be rendering)

    the basic knowledge I think is required is:
    INTERFACE/TOOLS/MENUS -> LOADING MODELS -> SETTING A SCENE -> RENDERING SETTINGS -> LIGHTS -> POSING THE MODELS -> ANIMATING

    SHADERS is also something that is interesting to know
    changing models textures is also interesting (not important as they can always use the models default)

  • dakkuuandakkuuan Posts: 305
    edited December 1969

    This is an information systems course, so it's basically to get a gist of 3d images work, how they are rendered. I will likely be putting together a pdf that has the relevant information. My textbook has a lot of imaging concepts (some of them far too mathematical for these students), but we will be looking at a lot of technical things. We will be working with the photoshop 3d bridge as well, likely something simple as applying a created logo or tattoo to a character. Daz is going to be very hands on for them, I will do some demonstration, but these are college students and they shouldn't have a problem picking it up. Also, my pdf will have step by step instructions. As for the time we spend with Daz, that I haven't decided. I'm coming up with a lot of this at the seat of my pants because I was handed the course the Friday before it started.

  • Alt260Alt260 Posts: 25
    edited December 1969

    Hi,
    I good tuto on geo-grafting, I still do not know why some vertex do not weld well.

  • JonnyRayJonnyRay Posts: 1,744
    edited December 1969

    dakkuuan said:
    This is an information systems course, so it's basically to get a gist of 3d images work, how they are rendered. I will likely be putting together a pdf that has the relevant information. My textbook has a lot of imaging concepts (some of them far too mathematical for these students), but we will be looking at a lot of technical things. We will be working with the photoshop 3d bridge as well, likely something simple as applying a created logo or tattoo to a character. Daz is going to be very hands on for them, I will do some demonstration, but these are college students and they shouldn't have a problem picking it up. Also, my pdf will have step by step instructions. As for the time we spend with Daz, that I haven't decided. I'm coming up with a lot of this at the seat of my pants because I was handed the course the Friday before it started.

    From a technical standpoint, I would make sure you start with simple scenes with primitives. That will help them get used to manipulating things in the 3D viewport without getting distracted by the human figures.

    It would also work as a basis for understanding the concepts of lights, objects, surfaces, etc.

    I have found that understanding topics like how specular highlights work, etc. works best by experimenting rather than reading the math. :)

    You can even do simple animation with nothing but primitives. A great 'first step" for students to understand the technicalities of animation is the old bouncing ball. If some find that too simple, you can even introduce them to d-forms to make the ball squash and stretch like it should.

    Personally, I wouldn't give them content until they have the basics understood with primitive objects.

    Then you can move to the world of 3D content which may help them see the value of the tool in a greater context. Give them some challenges like creating a realistic looking action pose.

    The goal I would have would be to build toward them working on a custom character portrait. That would let them use the Photoshop bridge, and also illustrates the challenges to getting surface, light, and rendering settings correct to get a realistic result.

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