Curriculum

Semester 1

  • Drawing Theory

    The course is designed to understand the form by learning to see and utilize light, shadow, and basic perspective. And to build the ability to focus and analyse complex subject matter through long, in-depth, sustained drawing projects rendered in different black and white media.

  • Colour Design

    Enables students to produce successful visuals through an in-depth study of the elements, principles, concepts of colour and design. Principles will include contrast, balance, unity, rhythm, symmetry/ asymmetry, and visual emphasis to gain the ability to harmonize colour through colour schemes, and an understanding the influence of light on forms. All projects incorporate colour and design principles covered to emphasize craftsmanship and clean presentation.

  • History Of Animation

    History of animation is a survey of the heritage of art & architecture. The methodology to analyze the language of the creative process and the principles of design, as well as techniques and materials. Examining the major monuments and artwork in a chronological sequence, focusing on those from each period, which give the essence of their time, place, function, intent, and the aspirations of the culture and the artist, In short, historical context will be equally as important as style.

  • Pre-Production

    Enables students to produce successful visuals through story Board Designs , layout design.
    2D Character Design involves developing the appearance and features of Biped and Quadruped characters in Animation. Model sheets and Expressison Sheets are produced to help students be consistent with appearance of characters. Background Design , like prop designing , thumbnail designs for concept , learning difference between Realistic , Hyper Realistic , Semi- Realistic , Cartoony and stylized .

Semester 2

  • Key Frame Animation

    Key frame animation is a technique that works a little like storyboarding (a comic strip series of images illustrating a sequence of events). It enables us to choreograph and build an animation by arranging objects and taking snapshots of them at key moments during a sequence of movement or change. These key moments or key frames become the fixed points in time through which the animation passes. Animation between these key frames is calculated by the application.

  • Compositing - I

    To assemble the different characters and backgrounds into single frames and sequences and so is often the first to begin to see the animation as intended for the final audience.

  • Web Based Animation

    Introduction to Digital Animation teaches students the fundamental principles of working in 2D digital software with an emphasis on animation, story, sound, timing and execution. Students will learn how to transition from traditional hand-drawn animation techniques and creative processes into the digital realm. Production-flow and pipeline will be integral to the understanding of how these principles work together in a creative project.

  • Portfolio

    An opportunity to step back and survey a body of their work produced during the first two years in the program. In this juncture the candidates analyze and identify his / her strengths, weakness and interest to best lay a course towards a clear and committed emphasis. The first step in portfolio awareness development to meet the current standards of the industry.

Semester 3

  • Props & Set Modelling

    Focuses on using 3D software to build sets and props. The 3d modeling tools required and are also encouraged to develop their own 3d scenes. Modeling interior and exterior sets based on a designed layout is also a focus during this part of the course.

  • Character Modelling

    Focuses on modeling 3D characters. Use reference images to build characters from scratch and add features to them. Encouraged to build cartoony, heroic, alien, human and animal characters.

  • Texturing / Shading

    Focuses on creating shaders, materials and understanding Encouraged to study the surface features of the various objects and create shaders accordingly. This section also covers the workflow involved in texturing characters.

  • Lighting

    Understanding light properties, shadow properties and visual impact of lighting on CG sets.
    Learning Interior , and Exterior Lighting for sets and 3-point lighting concept.

  • Rendering

    Learning the process of generating output , render passes and camera angles.

Semester 4

  • Rigging

    Students examine some of the more intricate ideas and techniques involved with the character set-up process. Students begin by looking at constraints to see the ways they can create inter-object relationships, and how to start the process of setting up faces using blend shapes and facial controls. At the end of this term, students have a solid bipedal rig that they can use for their short film. Submit one Biped rig, Quadruped rig &Facial rig.

  • 3D Animation

    Students to finalize their short film stories, create a 3D animatic from a storyboard, model proxy character(s) and/or model final characters, rigging the character and creating facial rig control panel if its require, and have a final posed animatic that has been approved from given animatic.
    Walk cycle, Run cycle for both Biped & Quadruped. Create a custom audio and create facial animation with body mechanics for the character.

Semester 5

  • FX

    Students will be learning Particle effects , blast , smoke fire effects concept.

  • Compositing - 2

    Students will be learning Basic Node Based Compositing , and workflow , blending nodes , merge nodes with 3D compositing.

  • Editing

    Students will be learning Non – Linear editing techniques , Frame rate and Basic editing techniques using 3D output . Various output formats.

Semester 6

  • Project

    Students will be working on their own project for their portfolio on their specialized module, Under Mentor guidance.

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