Tuesday, 5 March 2013

6. Constraints of 3D development.

6. Limitations of 3D development.

Some of the limitations need to be taken into account of 3D development software. Even though 3D software is ground breaking and an awesome advantage to most industry's including film, animation, architecture, gaming and many more. It also comes with some severe disadvantages.

Firstly the first major problem of the software is that majority of the software available to use is very expensive. For example it is around £3000 for 3DS MAX (dependant if it is in a sale). This is a very expensive thing to buy, not many will be able to afford this. There is other options to choose for software such as Daz 3D, Sculptris and Blender. The free software may not be as for fulling as the exspensive but is much better for those on a budget. All though Autodesk offer supporting packages such as the support for students that it is free for two years. This is one of the disadvantages of 3D software.The final limitation is that the user is restricted to what the program can do, meaning that the user's creativity is then restricted.   

Another disadvantage of 3D software is that it is very time consuming as to make a good high quality model a lot of knowledge is needed. The high tech software presented is already very needing of skills and so when learning a software it takes a lot of time. To combat this there is many tutorials available. There is a very steep learning curve.

   Also another limitation of development software is that certain PC specs are needed to be able to use the application. This means spending a lot more money on more materials in order to work the apps. In a workplace situation the system may be bought for the user but in a non-industry environment it may be quite expensive. The key part of the computer system is a Graphics card this is what renders the images in the programs. The better the graphics card the faster the process of frame rate. The best currently on the market is by NVIDIA and is their CUDA model. The Cuda is computeing architecture that enables major increases in computing performance by using the power of the GPU (graphics processing unit). This helps for many things such as image and video rendering and ray tracing.



A huge floor of  3D software is that the rendering time plays a huge part in delaying the production of any 3D production. For major productions such as the work of Pixar who use 3D software they use rendering farms. These and huge warehouses filled with servers and extra support to help render their scenes. It took Pixar 3 years to render their infamous Finding Nemo. This then costs companies a lot of their budget as it costs in energy bills but also if the scene is not to the animators expectations then it must be re-done and that is then a waste of months.









Wednesday, 30 January 2013

Usb cassette tape production diary

I started by creating a simple cuboid with the parameters 55mm by 35mm by 6mm. Then using the similar method as the usb plug i then created 2 circles and a rectangle. After turning these shapes into an editable polly i then selected the polygon selection. And selected extrude, the amount wasn't important as it was designed to go through the cuboid. Now after i placed them through the the cuboid i went to the create control panel and selected compound objects menu. Here i was able to select boleon and using this and selected the operant b and the 3 shapes this deleted the intersections.

Wednesday, 16 January 2013

USB TIP DESIGN PRODUCTION DIARY

First i looked at the dimensions of a USB connector which is around 11x4mm. To fit this i used the customise tab and changed unit set up to millimetres. I then typed 11mm by 11mm by 4mm and zoomed in to the ready made box. I found the grid was too big so i right clicked a snap tool and changed it.

I then flicked to my front viewport. I then created a rectangle with the edge and traced the cuboid. And pulled it away so i can see it. After i changed the corner radius by 0.2mm. I then moved it whilst holding the shift key and hit copy. I then changed the colour or one of the splines to tell the difference but then i needed to connect the two together. To do this i clicked one and converted it to an editable spline. That gives me more tools. I then went on the geometry roll out and selected attach tool and changed the name to USB PROFILE 1.

I then used the extrusion modifier and it added a surface to the shape. I added 11.0mm to the amount. I added 7 segments and copied the shape. I then went into top view and added a box using snap tools so that it sticks to the edges and segments.

With the box i enabled it out of both sides of the cuboid. And copied it. I then used the Boolean tool as it is used like a cookie cutter. Then i clicked pick operand B and deleted the cubes.












Monday, 29 October 2012

5. Review the existing 3D development software: software, eg 3D Studio Max, Maya, Lightwave, AutoCAD, Cinema 4D, Mudbox, Zbrush. Softimage|XSI. Also explain the file formats associated with each application, eg 3ds, .mb, .lwo, .C4d, .dxf, .obj;



  1. Review the existing 3D development software: software, eg 3D Studio Max, Maya, Lightwave, AutoCAD, Cinema 4D, Mudbox, Zbrush.
Softimage|XSI. Also explain the  file formats associated with each application, eg 3ds, .mb, .lwo, .C4d, .dxf, .obj;

3D Studio Max

Max dominates the video game development industry, is a popular 3D programs with hobbyists, and some companies use Max in film and television production as well. Max provides a workable modeling, animation, and rendering solution out of the box, but most of the system's power comes from the huge market for plug-ins and add-ons that are available for it, for example, plug-ins are available to render self-shadowing smoke, or to simulate sophisticated fluid dynamics, and Max was the first program to get plug-ins to render 3D scenes directly into Flash animations. There are even several add-on rendering systems that give Max more powerful raytracing and global illumination capabilities, although the cost of adding high-end rendering capabilities to Max can make it as expensive as a more powerful animation package such as SoftimageXSI.

Maya


Autodesk Maya is a 3D animation and 3D modeling software application that is used for simulation, visual effects, rendering, and compositing. It is used in the TV industry for shows like Lost, major motion films like Avatar, Rise of the Planet of the Apes, and The Twilight Saga: Breaking Dawn, and in the gaming industry for games like Medal of Honor and Resistance 2.
Maya is an integrated node-based software application for 3D digital animation and visual effects. Using Maya, you can create and edit 3D models in a variety of modeling formats and animate your models using a whole host of animation tools. Maya also provides the ability for you to render your animated 3D scenes to achieve photo realistic imagery and animated visual effects. 
Lightwave
Lightwave is a popular and easy to use choice that is widely used for video and television production around the world. Lightwave includes a powerful polygonal modeler that also produces polygon-based subdivision surfaces that Newtek calls "MetaNURBS" (despite that name, Lightwave does not support NURBS modeling, MetaNURBS is a trademark Newtek uses for its subdivision surfaces.) Even though the modeling lacks associativity, which consequently makes some types of revisions much slower and does not allow many undo steps, it does perform well, is simple to learn, and experienced users can get high-quality work done with it. The animation still has a lot of catching up to do with Maya or Softimage, but is a workable solution for the average company's animation needs. Lightwave's renderer is a well regarded raytracer, which also includes Image Based Lighting and (if you have time to wait) global illumination support. Lightwave's renderer has been used for many commercials and TV programs. Very few of the leading film studios use Lightwave, but it is often used by smaller companies contributing opening title sequences, monitor screen graphics, and other smaller parts of a film's CGI.

AutoCAD


Autodesk is an industry leader in computer-aided design software, and its AutoCAD design applications are among some of the most widely used in the world. Given the company’s renowned reputation, CAD software reviews would seem incomplete without the inclusion of one of its products. AutoCAD LT is the light CAD design software in the AutoCAD family and offers robust computer 2D drafting and detailing.
At first glance, it’s easy to see why the software has gained such a loyal customer base; it’s sleek and polished, with a toolbar that’s jam-packed with features yet still relatively easy to navigate. The software’s steep price tag and learning curve is likely to intimidate beginners. However, the investment in both money and time the application necessitates is well worth the effort for those willing to learn.
Cinema 4D
Cinema 4D R13 is the latest release of the commercial cross platform, high-end 3D motion graphics, visual effects, painting, and rendering software application from MAXON. It is extremely popular among professional 3D animators and motion graphics artists. It has been used for films such as 2012, Iron Man 2, District 9, and Cloudy with a Chance of Meatballs. It has also been used in the MTV Music Awards as well as in many other areas such as architectural modeling, graphic design, science, and engineering. Cinema 4D R13 can integrate with a wide variety of products including Adobe Photoshop, Adobe After Effects, Final Cut Pro, and more. CINEMA 4D renders passes in any desired format (image sequences, AVIs or QuickTime movies) and creates a compositing project file that automatically brings all sequences together in the correct format. Depending on the compositing application used, additional data such as 3D cameras, 3D lights or reference objects will be exported as well.
Mudbox
In the last half decade Autodesk has developed Mudbox into the premier 3D sculpting and painting application. An integral part of the Autodesk Entertainment Suite Mudbox 2013 ships with a much-improved interface and, this time around, much better usability as well. While there aren't any new sculpting or painting tools in this update, the sculpting and painting workflow itself is enhanced. However, there is still plenty of room for improvement.
From the start one of Mudbox's best features has been its uncluttered interface. But as Mudbox developed its interface has been slow to keep up. In Mudbox 2011 the interface received a general color-scheme update. Mudbox 2012 introduced Maya-like marking menus. Mudbox 2013 introduces much needed customization  Windows in the Mudbox interface, including Layers, Object List, and View port Filters, may now be moved and docked in different places, re-sized or closed. You can also move and re-dock tool windows, and once you've customized the interface layout, you can save it for your subsequent sessions.
ZBrush
ZBrush 4 is offering an abundance of refined tools and improved functionality. The addition of some major new features like GoZ, ShadowBox, Spotlight, PolyPainting Layers, Timeline, and ZSketch, make this organic sculpting 3D modeler a must-have for designers in genres from gaming and animation to manufacturing and toy design.
If you’re new to ZBrush, the interface will seem very foreign and thus will take some getting used to, especially if you're used to other 3D program tools and interface naming conventions. The developer says this is intentional because of the way you work with the modeling and sculpting tools in the software. While it may take awhile to familiarize yourself with the terminology, layout, and workflow, ZBrush 4’s new modeling features and excellent online training, tutorials, and support will help you get up to speed and creating amazing organic 3D models quickly.
File Formats
3ds Max General file (.3ds)


3ds Max Character (.chr)
Material Library (.mat)
Skin Envelopes (.env, .envASCII)
UVW coordinates (.uvw)
Blender (.blend)
Cinema 4D (.c4d)
Lightwave Object (.lwo)
Lightwave Scene (.lws)
Luxology Modo (software) file (.lxo)
Autodesk Maya ASCII File (.ma)
Autodesk Maya Binary File (.mb)
AutoCAD general file (.dxf)
Organized machine code file (.obj)







Making the Monitor...

Making the Monitor...
Firstly i created a box that is 80cm by 80cm by 5cm. To edit the units on 3DS MAX go into customize and unit set up and check it is in metric centimeters. Once made maximize the view port (ALT + W). Now convert the shape into an editable poly, if need be using the customize menu click preferences to improve vertices dot sizes. Then i converted it into an editable poly where i was able to use the edge sub objects to select the two sides holding CTRL key. I then right clicked and connected tool. this made a a cut in the center to edit this click on the settings tab to in crease to two and pinch it. Then i selected the sub object of polygon then extruded it. then added four extrusions on to that. Edit triangulation enabled me to see the shapes where made of triangles in the different polygons. I then deleted a line with backspace to extrude it and then bevel it and add a single extrusion onto that. The i bevelled the end to extend it into a monitor screen. I then extruded it for depth, after i used the inset tool to make a smaller polygon inside the original. I then beveled it backwards to give the screen effect.







Tuesday, 23 October 2012

4. Use examples to comprehensively explain the following Mesh construction techniques: box modelling; extrusion modelling; using common primitives, e.g. cubes, pyramids,cylinders, spheres.



  1. Use examples to comprehensively explain the following Mesh construction techniques: box modelling; extrusion modelling; using common primitives, e.g. cubes, pyramids,cylinders, spheres
  2. (Please ignore the repetition of images but blogger has glitched to place 2 instead of one and if removed both are removed.)
Box modelling is when the user is able to locate the create section and make a box here you are able to edit the parameters and the amount of segments the box then has. this can be made very easily by dragging and propping in any of the perspectives.

Extrusion modelling is where the shape has been made and now it needs to be extended on one of its faces or vertices. By selecting extrude and inclining the amount it makes the shape extend and extrude in the selected area. 


On the software there is an option for readily made shapes that you can very in their sizes. by doing so the shapes can then be used to create MESH's. Mesh's are multiple shapes together that may have been edited, placed together in order to form an overall shape. the Mesh may be of a lamp or a human, anything that the designer can imagine. 


Mesh construction using splines.


Using the line tool i made a spline (image 1). The definition of a spline is a 2D object with vertices and segments. Once made i was then able to edit the shape of the spline to suit my needs (image 2). Then i held shift whilst moving the shape in order to copy it. (image 3) I then used the attach tool to join the splines together. After this i used the cross section tool to join the splines together to create the base for my surface (image 4). After this i then used the modifier 'surface' tool. this then fills in the planes to create the surface (image 5). After the surface modifier had been placed i wanted more freedom then to move the surface. I used the sub objects spline level and selected all the vertices. From here i was able to move them and then show the end result using the simple tool on the right hand side known as show end result (image 6). But, with only 3 vertices we don't have much definition in the shape. So we can change to besire which gives us a new level of curvature  but still not many due to lack of sub divisions. In order to gain more control i added an edit poly modifier to control more, this then expands into vertex, edge, border, polygon and element. When dealing with a spline it is called a segment, but when dealing with a poly its called an edge. Border is a function that if a section has been cut out border then follows those edges and using the cap tool you are able to fill in the gap. The element function is the whole object you are dealing with. After we applied a Mesh Smooth modifier, this smoothed out the shape and using the ireations tool i was able to decide by how much it would be smoothed out.

Now i was able too look back and see the progress made. First i made a line, then a surface, then an editable poly for more freedom and finally a mesh smooth. I was able to step backwards to line to control the splines but it gives us first a warning notice that the effects may be undesirable. Once OK was clicked you were able to move the vertices along thus breaking the surface. But if i grab two vertices together i can control it. When making another spline i can easily use the smooth and this edits the tangent in and out and can use besire to increase or decrease curvature.
(Please ignore the repetition of images but blogger has glitched to place 2 instead of one and if removed both are removed.)
























Wednesday, 3 October 2012

3. Examine and explain the following Geometric terms: vertices; lines; curves; edge; polygons; element; face; primitives; meshes; wireframe; surfaces.



3. Examine and explain the following Geometric terms: vertices; lines; curves; edge; polygons; element; face; primitives; meshes; wireframe; surfaces.


CARTESIAN CO-ORDINATES
Were created by the French philosopher Rene Descartes (famous for "I think, therefor i am".  He was also a mathematician where he invented these co-ordinates so that we had a system of plotting in a space. He used X and Y axis (X,Y). The X axis is horizontal and the Y is vertical. Numbers would follow these axis and the two axis cross at (0,0) which is the origin.

Later another axis was added so it could measure the depth. This axis was labelled the Z axis, this enabled three dimensional view. This method is now used in nearly all 3D software packages that want to work in three dimensional space. The co-ordinates for this are wrote like so. (X,Y,Z). Programs such as 3DS Max show four different views, Top viewport (X,Y), Front viewport (X,Z), left viewport (Y,Z) and Perspective viewport (X,Y,Z). The view using only two axis are called Orthographic view.

3DS MAX
















Down the side of the screen is the command panel. This is where you can find Create, Modify, Hierarchy  Motion, Display, Utilities. Along the top you will find the Menu Bar with lots of tabs. To start i selected the create tab and mad a shape. After deselecting i clicked the Modify tab to change dimensions. In order to orbit the object we used ALT and middle mouse button or the orbit tool. To select and move and object i use the select and move tool which is at the top of the tab, holding shift whilst doing so enables you to copy an object. Next to that tool is rotate and next to that is re-scale  To see the different edge segmentation i clicked F4. F3 allows view of an objects wire frame.

I then made a parametric primitive cube (we know that is parametric because i am able to modify it's dimensions) that is 50x50x50, 3x3x3 segmentation, purple and then i changed its name.













When in an editable poly, i then was able to modify it with their sub objects. These include Vertex, Edge, Border, Polygon, Element. Then in edit poly modifier u can smooth vertices using Mesh Smooth. Then you can mold using the sub objects selection level.