Prototyping 2014-01-13 (Lens Based Media): Difference between revisions
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==The 6 steps of 3D Graphics== | ==The 6 steps of 3D Graphics== | ||
[[File:Lifeofpi|center]] | |||
===1. Pre-Production=== | ===1. Pre-Production=== | ||
* Sketching | * Sketching | ||
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A surface that is defined by 2 or more vector curves, and which the software connects. High level of mathematical precision and provides smooth surfaces | A surface that is defined by 2 or more vector curves, and which the software connects. High level of mathematical precision and provides smooth surfaces | ||
[[File:Nurbs.jpeg|left]] | [[File:Nurbs.jpeg|left]] | ||
<br | <br clear=all> | ||
====Polygon models==== | ====Polygon models==== | ||
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* Edges | * Edges | ||
* Vertices | * Vertices | ||
<br> | |||
[[File:Edges-vertices.gif|left]] | [[File:Edges-vertices.gif|left]] | ||
<br | <br clear=all> | ||
===3. Shading & Texturing=== | ===3. Shading & Texturing=== | ||
Defining the look of an object. | Defining the look of an object. | ||
* Define a Material = giving the object different properties (called shaders), for instance: color, transparency, glossiness etc etc | * Define a Material = giving the object different properties (called shaders), for instance: color, transparency, glossiness etc etc | ||
* Adding textures = projecting a two dimensional image onto the model | * Adding textures = projecting a two dimensional image onto the model | ||
Texture mapping: | |||
[[File:BSOD-Materials-Textures-mapping4.jpg|left]] | [[File:BSOD-Materials-Textures-mapping4.jpg|left]] | ||
<br | <br clear=all> | ||
===4. Lighting=== | ===4. Lighting=== | ||
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* Finalizing Lighting: Shadows and reflections must be computed for each object. | * Finalizing Lighting: Shadows and reflections must be computed for each object. | ||
* Special Effects: This is typically when effects like depth-of-field blurring, fog, smoke, and explosions would be integrated into the scene. | * Special Effects: This is typically when effects like depth-of-field blurring, fog, smoke, and explosions would be integrated into the scene. | ||
* Render Layers. | |||
[[File:rednerlayers.jpg|left]] | |||
==3D Software== | |||
* Maya | |||
* 3d Studio Max | |||
* Blender | |||
* Cinema 4D | |||
<br> | |||
* Google Sketchup / AutoCAD | |||
* 3D in the Browser! [http://www.ro.me/], []http://madebyevan.com/webgl-water/] | |||
* [http://www.thatvideosite.com/v/11118/lucasfilm-shows-off-the-future-of-filmmaking-scenes-get-rendered-out-in-real-time-removing-the-need-for-post-production Live Rendering!] | |||
==Blender Tutorials== | |||
*[] | |||
*[] |
Revision as of 23:12, 12 January 2014
The 6 steps of 3D Graphics
1. Pre-Production
- Sketching
- Defining color schemes
- Storyboarding
2. 3D Modelling
Basic Modelling is made out of 2 types of objects:
NURBS surface
A surface that is defined by 2 or more vector curves, and which the software connects. High level of mathematical precision and provides smooth surfaces
Polygon models
Start as a simple geometric shape, like a cube, sphere, or cylinder, which is then made more complex. This can be done by modifying or adding:
- Faces
- Edges
- Vertices
3. Shading & Texturing
Defining the look of an object.
- Define a Material = giving the object different properties (called shaders), for instance: color, transparency, glossiness etc etc
- Adding textures = projecting a two dimensional image onto the model
Texture mapping:
4. Lighting
The key to realism!
- Related to materials
- Shadows
5. Animation
- Motion Rigging
- Pose-to-Pose
- Physics
Rendering & Post-Production
- Finalizing Lighting: Shadows and reflections must be computed for each object.
- Special Effects: This is typically when effects like depth-of-field blurring, fog, smoke, and explosions would be integrated into the scene.
- Render Layers.
3D Software
- Maya
- 3d Studio Max
- Blender
- Cinema 4D
- Google Sketchup / AutoCAD
- 3D in the Browser! [1], []http://madebyevan.com/webgl-water/]
- Live Rendering!
Blender Tutorials
- []
- []