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.













Wednesday, 26 September 2012



2. Examine the technology that allows us to display 3D polygon animations: graphics pipeline, e.g. modelling, lighting, viewing, projection, clipping, scan conversion, texturing and shading. Also research Radiosity & Ray tracing rendering techniques.

APPLICATION PROGRAMMING INTERFACE

The two most common API's for the display of 3D Models are OpenGL and Direct3D. these are what make the shapes and then shows them on the screen. OpenGL is and old version and standard where as Direct3D is by microsoft and there for can only be used on windows operating system.

THE GRAPHICS PIPELINE
MODELLING
This is where it deals with the manipulation of areas such as vertices, edges and faces which make the shape.
LIGHTING
Geometry in the space are shown through lights using rasterisation. 
VIEWING
The ready made objects are then transformed into coordinates and placed into a virtual camera.
PROJECTION
Perspective is where objects are smaller when further away from the camera where as orthographic projection the object keeps its size.
CLIPPING
Is where items that are not visible on screen are not renders and so saves on the render process.
VIEWPORT TRANSFORMATION
the vertices are then given coordinates which will relate to pixels.
SCAN CONVERSION 
uses rasterisation to determine the resulting pixel values present.
TEXTURING AND SHADING
pixels are then given a value which correspond to a colour of a texture.
DISPLAY
it is then displayed on screen.

RENDERING TECHNIQUES AND ENGINES
RASTERISATION
geometrically projects images onto a scene.
RAY-CASTING
geometrically projects images into a scene in a perspective this is fast rendering.
RAY-TRACING
similar to ray-casting but with much more advance optical effects which has the negatives of slower render times
RADIOSITY
this is used to give a more realistic look as it registers how the light would fall on other objects as well.

RAY-TRACING
DEALING WITH LIGHT
OMNI LIGHT
this light is the most basic and it gives off light in every direction.
SPOTLIGHT
this light is able to focus on an are although the further away the less light is shown as it is lost futher along.
TYPES OF LIGHT
types of light is important as objects are made of different materials and these consist of different ways the reflect light for example metal is shiny.

LIGHT
TEXTURES
Textures are what cover the object they are imported through the software using maps. these will determin many things for reflectance ruffness and smoothness.

DISTANCE FOG
Distance fog came into 3D animation and majority in games after the 1990's. it gave the illusion that items were further away. It also generated an atmosphere. It is caused by light scattering. It can be seen heavily used in the Silent Hill series.

SHADING
FLAT SHADING
This is where one simple colour is assigned to each polygon after a light source has been added.
GOURAUD SHADING
very similar to Flat as it calculates the same along with light intensity.
PHONG SHADING
this is the more realistic and accurate shading as it works out each vector showing an accurat depiction of for example curved surfaces.

LEVEL OF DETAIL
Rendering all polygons even at distance is very time consuming and can not always be needed. so less polygons are needed when the object is far from the camera. many more are added when close. This really does help with render times.












Wednesday, 19 September 2012

1. Examine the applications of 3D for product design, animations, TV, film, web, games, education, architectural walk-through.


  1. Examine the applications of 3D for product design, animations, TV, film, web, games, education, architectural walk-through.
The site: http://www.yankodesign.com/ is a perfect example of how 3D can aid design of products. In order for a product to be manufactured and retailed it must first go through CAD programs to demonstrate the nature of the product. It also is a blueprint of the product. It shows the size dimensions and materials of the product, using 3D only furthers the understanding of the product.

3D is key to animations. The way the characters are portrayed dictates the actual story line. In this current economic climate, money in animation is soulfully found in 3D as it is the most realistic and time consuming of them all. But it is the true portrayal of character and setting which is necessary for a decent animation. In the picture below, the use of animation shows the true emotion of the character.
  
CGI and 3D modelling are key to some dramatic events in some TV shows. A big example in modern day television is the sequence in Coronation Street. As the program is set in Manchester a big part of city life is using the metro link. In a particular episode a met derails and smashes through a bridge. This is a perfect example of use of 3D as the producers wouldn't of had the necessary money in the budget for such a stunt. CGI and 3D modelling are a much cheaper option.
3D is the main focus on most animated films. The way the characters are displayed on screen shows how the story line will progress. With giants such as DreamWorks and Disney leading the pack it's the biggest franchise that uses such 3D techniques. Apart from the previous companies mentioned, one of if not the hugest Company is Pixar. Pixar are based in California and teamed up with Disney to create fun 3D animated films for the whole family. To me, Pixar has always been a big part of my life. I grew up with the likes of Toy Story and Bugs Life and seeing the characters come to life is exciting. This is only made possible by the power of 3D.

There are many sites on the Web that use 3D. Most used are for showing the marketing of a company. Another use of it is to show a campus of a place. Hybrid view on some map applications demonstrate the uses of 3D on the web.

3D modelling is the majority of the gaming worlds platform of choice. Since the end of the 90's 3D modeled games became much more popular as they gave a certain reality to the game and it was the step up that was needed. 3D modelling is now considered basic in the Gaming world. Many games use it to show setting, what is key to a successful game now is if the graphics used are life like. The standard now is so state of the art that successful games are the ones where it is hard to distinguish the difference between the game and reality. 3D gives gaming a sense of realism. 

3D can be used in education to improve learning capabilities. Interactive learning has become a big part of the school curriculum. This is due to an ever changing world in which technology plays a big part. interactive learning helps learning as it is a fresh way of thinking and has been proven to work.

Architectural walk-through's use 3D in order to show the layout of their designs. It demonstrates the aesthetics of their designs and also to show existing locations. Something similar is used in some games such as Team Fortress 2 where a server maker is available. But the biggest use is where architects demonstrate their work.  Programs such as Google sketch up may be used.