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1 M.Sc. Animation Game Design& Development Page 1 of 6 Bharathiar University- Coimbatore -46 School of Distance Education (SDE) M.sc Animation,Game Design & Development Degree course Annual Pattern (with effect from Batch onwards) Scheme of Examinations Duration of Exam: Theory 3 hours practical- 5 hours Max marks: Theory -25 Practical 75 First Year S.No Subject Theory Practical Total Marks 1 Animation Art 100 NA Digital Image Compositing 100 NA Modeling Texturing Lighting & Cameras Second year S.No Subject Theory Practical Total Marks 6 Rigging Animation D Interactive Basics & Game environment 9 3D interactive scripting D Game scripting & Virtools SDK basics TOTAL Marks 1000

2 M.Sc. Animation Game Design& Development Page 2 of 6 SUBJECT : ANIMATION ART Unit - I Man made drawing, Intro to art & tools Handling, Tonal values-shadings-lightingsshadings, Human anatomy, Live model study, Birds & animal study Unit - II Drawing and painting, Intro to Painting & Color mixing,still life Organic drawing, Still life (Inorganic) drawing & painting. Unit - III 2D Composition &Memory Drawing, perspective drawing, Landscape painting, Outdoor drawing and painting, Indoor drawing and painting, BG Designing- drawing and painting. Unit - IV Preproduction, Intro to storyboard-camera angles- Character design, BG & lay out Design, Script writing, Storyboard. Unit - V Art & craft, Clay modeling- Portraits, Clay modeling- Character modeling, Mask making, Set designing, Painting REFERENCE: Story boarding the Simpsons way - Chris roman How To Draw Anime & Game Characters - Tadashi Ozawa Perspective - A Guide for Artists, Architects and Designers - Gwen White How to draw Portrait Drawing A Step-By-Step Art Instruction Book (2005) - Watson-Guptill Perspective Drawing Handbook - Joseph D'Amelio

3 M.Sc. Animation Game Design& Development Page 3 of 6 Subject : Digital Image Compositing Unit - I Introduction to Photoshop - Interface overview -Tools & Techniques- About Menu bar and Panels - Resolution- Color mode Unit - II Color Correction(Auto Levels, Contrast, and Colors-Hue saturation adjustments-make duotone and sepiatone-replacing color- background effect) - Black& white coloring (Pen tool,create New layer and Adjestments)- Retouching (Patch tool,clone tool,healing Brush,Red Eye Tool and Blur. Unit - III Layer Blends-Using the Styles Panel- Creating Custom Layer Styles - Smart Filters - Sharpen and Blurs- Noise Filter - Filter Gallery - Liquify Filter - Pen Tool- Pen Tool to Create Paths - Understanding paths - Clicking and dragging your way down the path of knowledge-a closer look at the Paths panel. Unit - IV Masking-The mask-related selection commands - Editing an alpha channel- Working in Quick Mask mode-masking with vector paths- Tracing( Pen tool- Selection-Fill and Storke) Unit - V Collage- Poster Design - Rules in poster design- Poster Layout Design -Typing the Text In Poster Layout - Add Title - Create Matte painting in Photoshop (Sketch - Masking - Adjustments and painting tools) REFERENCE: Photoshop book for Digital Photographers - Scott Kelby The Technique of Film and Video Editing, Fourth Edition: History, Theory, and Practice - Ken Dancyger

4 M.Sc. Animation Game Design& Development Page 4 of 6 SUBJECT: MODELING Unit - I Introduction to modeling,- Maya Interface, Maya Tools for modeling - Channel box and layer editor - Status bar - Snap tools, Hotbox - Nurbs modeling - Create Curve and Curve Edit - Surface and polygon formation requirements - Space Ship Modeling. Unit II Car Modeling, Guitar Modeling - Sword Modeling - Core Modeling Tool Split polygon tool - insert edge tool - Various Looping Methods in polygon - Understand mesh flow - Cut face tool, merge tool options - Basic curve profile - Attach/Detach Curve-Rebuilding Curve- Surface Creation (Loft/Boundary)-Nurbs to Polygon-Structure Detail-completion of Car Unit - III Interior Modeling - Detail work flow on polygon items-polygon Tools Split Polygon Tool,-Insert Edge Tool-Cutface Tool-Extrude face/edge-create models like Sofa, chair, Lights, Screen etc Unit - IV Cartoon character/ Male/Female Character model, Discussion on anatomy character mesh flow- understand important loop flow in model-basic Shape-Shape detailing - Mesh flow- Muscular Study for forearm, wrist, fingers-extrude-shape formation-detail-mesh flow-muscle Study Leg, Leg Fingers-Extrude-Shape formation-detail UNIT V Cartoon character/ Male/Female Character, Completion of Cartoon character/ Male/Female Character - Face Model, Ear, Eyes -Mesh flow-muscle Study for face, Eye, Ear- Extrude-Shape formation-detail - Refine Mesh flow-final Detailing of Character-Loop check for Rigging and Animation. REFERENCE Stop Staring: Facial Modeling and Animation Done Right - Jason Osipa Texturing and Modeling : A Procedural Approach - David S. Ebert, F

5 M.Sc. Animation Game Design& Development Page 5 of 6 SUBJECT: TEXTURING UNIT - 1 What is Unwrapping - concepts - purpose of unwrapping - Maps available in maya, application of maps, how to create and layout UVs for objects using different projection methods & its attributes Utilizing the UV texture editor & interactive editing its positions in view port & its main attributes to control mapping areas over objects. UNIT - 2 How to generate UV map in UV Texture using UVlayout tools like unfold for flattening UV's over mesh to create flat 2dimensional map using commands, tools available in uv editor like sew for merging 2 or more edge's into single, relax for maintaining uniformity between uv's, cut for detaching uv map, Stretching UVs to fit in grid, aligning uv's in grid. UNIT - 3 Application & difference between 2d, 3d textures & Environmental textures. Maya 2D textures - categories: water, Perlin, noise, etc.,. Bitmaps- generating textures - Maya 3D textures procedure & resolutions mathematics & algorithms. UNIT - 4 Basic utilities for texturing - general utilities- color utilities, render node utilities, switch utilities, tweaking output results. UNIT-5 Generate by texture without editing the attributes- double side texturing, mixing 3 or more colors & taking output REFERENCE Advanced Maya Texturing and Lighting with CDROM - Lee Lanier, Wiley Publishing Texturing and Modeling : A Procedural Approach - David S. Ebert, F

6 M.Sc. Animation Game Design& Development Page 6 of 6 SUBJECT: LIGHTING & CAMERAS UNIT - 1 Mental ray materials & its application. mental ray for Maya is a powerful renderer integrated with Maya. Dgs_material shader provides a physically-accurate shading model by offering Diffuse, Glossy, and Specular attributes. Dielectric_material shader re-creates a material that is a poor conductor of electricity, UNIT point lighting concepts, Three-point lighting in visual media such as video, film, still photography and computer-generated imagery- effective use of key light- fill light - back light UNIT - 3 Working with Global Illumination, Final Gather, and Caustics- Global Illumination in mental ray simulation - photons and their applications, Final Gathering - Caustics phenomena reflection and refraction through transparent surfaces. UNIT - 4 Advanced Techniques (Physical sun & sky, HDRI) & Generating various passes (ambient, occlusion, diffuse, etc.,) HDRI - Definition & its applications UNIT - 5 What are cameras- How to use different types of cameras available in maya.- Camera & Aim- Zoom, Pan, focus lenses and filters effective blocking techniques- Maintaining shot continuity REFERENCE Advanced Maya Texturing and Lighting with CDROM - Lee Lanier, Wiley Publishing Essential CG Lighting Techniques - Darren Brooker

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