FSU Year 03: Art Creation for Games (ACG) (and Physical Science)

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This month kicks off my third academic year at Full Sail University and it also marks the beginning of my core classes that revolve around game models, textures, pipelines and techniques.

Many fundamentals we learned in years one and two are now exactly that, fundamentals. The new things we will be learning from now on are packed above the basics or different altogether. I’ll get into more depth on this today.

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FSU Year 02: College Mathematics

Here’s another quick recap on what this month had to offer at Full Sail Online. College Math was totally not the breather I was hoping to have before my next checkpoint class…

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FSU Year 02: Lighting and Shading

FSU LogoThis time we’re going back to Maya and 3D scenes. Instead of animating or making models, we will be manipulating lights and settings to make an interesting scene with convincing materials and textures.

I hated matching every single detail at first… Each of our scenes had to look EXACTLY as the reference image provided. As if we needed to get the exact value for each setting. I say this because this is, by far, the most strictly graded class in my 2 years at FSU at least if you get Professor Sakson.

I learned much about lighting, hypershading, materials and texturing in this class, but the class was poorly set up with the online lectures being inconsistent live classroom recordings and demos and the other instructor had 2-hour sessions of pooely planned content. More on these later.

Despite the interesting and essential knowledge provided in this class, Lighting and Shading with Tony Sakson and Tony Bagsby is totally one of my most disliked class right beside 3DF…

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