Professionalism in Digital Art
Unit A
Professionalism includes different variety´s of both personal qualities and skills. It helps demonstrate unique performances in any given job they proceed to achieve. Though, to improve and fully understand this process, we would have to work with critiquing, receiving feedback from peers, and overall understanding personal and efficient presentation. Throughout this unit, we´ve practiced and adjusted on how to fixing mistakes and helping others on theirs. This comes with having good impressions, and learning on how to properly make a resume/portfolio that could potentially help us land a job, if not a college, etc.
RESUME DOWN BELOW:
Professionalism includes different variety´s of both personal qualities and skills. It helps demonstrate unique performances in any given job they proceed to achieve. Though, to improve and fully understand this process, we would have to work with critiquing, receiving feedback from peers, and overall understanding personal and efficient presentation. Throughout this unit, we´ve practiced and adjusted on how to fixing mistakes and helping others on theirs. This comes with having good impressions, and learning on how to properly make a resume/portfolio that could potentially help us land a job, if not a college, etc.
RESUME DOWN BELOW:
Creating Models with Advanced Modeling Techniques
Unit B
Throughout this unit, we learned the importance of 3D modeling and gaining full understanding of these complex primitives. As we completed this unit, we have figured out how to become familiar with making compound objects, comprehending its techniques while identifying its factors of modeling factors, along with both surface and parametric modeling concepts.
Starting with compound objects. These were designed to be modeled either together and/or separate, while using a variety of tools, such as Blobmesh, Procutter, Loft, Sweep, Scatter, and Terrain. Much of these tools have been helpful to design our models. By using most of the tools, you are left with trying to peform operations, such as Boolean.
Throughout modeling, if were using Blobmesh, we would have to create spheres that stay united. Very similar to Loft, sweep includes spines that include a unique and custom shape. Loft on the other hand creates shape objects that serve as a path for cross-sectional shapes. Scatter helps well ´scatter´ and distribute one or multiple objects across our models surface, with the help of terrain, creating planet surfaces.
We foward on into Surface Modeling. Unlike Compound Modeling, Surface Modeling uses Vertex, Edge, Border, Polygon, and Element to help us learn how to manipulate objects with vertices, edges, polygons, and elements. Using Vertex would just be a point in our 3D model space. The lines that either bend or straight to connect 2 or more vertices in a object would be edge. Border would help us select a number of edges that orders a hole in the mesh itself. Polygons close a sequence of 3 or more edges, while an Element describes an entire mesh. Most of Parametric Modeling involves the process of changing numeric values to preciesly alter our objects.
EXAMPLES OF WORK DOWN BELOW
Throughout this unit, we learned the importance of 3D modeling and gaining full understanding of these complex primitives. As we completed this unit, we have figured out how to become familiar with making compound objects, comprehending its techniques while identifying its factors of modeling factors, along with both surface and parametric modeling concepts.
Starting with compound objects. These were designed to be modeled either together and/or separate, while using a variety of tools, such as Blobmesh, Procutter, Loft, Sweep, Scatter, and Terrain. Much of these tools have been helpful to design our models. By using most of the tools, you are left with trying to peform operations, such as Boolean.
Throughout modeling, if were using Blobmesh, we would have to create spheres that stay united. Very similar to Loft, sweep includes spines that include a unique and custom shape. Loft on the other hand creates shape objects that serve as a path for cross-sectional shapes. Scatter helps well ´scatter´ and distribute one or multiple objects across our models surface, with the help of terrain, creating planet surfaces.
We foward on into Surface Modeling. Unlike Compound Modeling, Surface Modeling uses Vertex, Edge, Border, Polygon, and Element to help us learn how to manipulate objects with vertices, edges, polygons, and elements. Using Vertex would just be a point in our 3D model space. The lines that either bend or straight to connect 2 or more vertices in a object would be edge. Border would help us select a number of edges that orders a hole in the mesh itself. Polygons close a sequence of 3 or more edges, while an Element describes an entire mesh. Most of Parametric Modeling involves the process of changing numeric values to preciesly alter our objects.
EXAMPLES OF WORK DOWN BELOW
Imitations of the real world process or system is called a Simulation. They can be used as a tool in 3D Modeling to help the operation of the system over time. It helps model patial changes, particles, physical properties, atmospheres, camera simulation like exposure control. Overall there are 3 types of simulations called Daylight systems, Mass FX, and Cloth Systems. They help simulate natural sunlight in your scene, making sure its geographical correct, providing a toolset for adding realistic physics simulations to projects, and creating realistic fabrics and tailor-made clothing for characters and creatures.
Applying Materials, Shaders and Rendering Techniques
Unit C
Learning how to apply textures and materials to our models can help improve its outcome, making our artwork look better to even making our own materials. UV Texturing along with bitmaps helps us learn the difference between the objects used to create and apply their own feel of their materials. We wouldnt want to have a one way, colored block without any shade, or feeling whatsoever. Materials have lots of basic materials that a modeler can apply to their work, each having their own characteristics while Textures would be bitmap images created using paint programs such as Photoshop, such as a brick wall, or even a wooden table!
Learning how to apply textures and materials to our models can help improve its outcome, making our artwork look better to even making our own materials. UV Texturing along with bitmaps helps us learn the difference between the objects used to create and apply their own feel of their materials. We wouldnt want to have a one way, colored block without any shade, or feeling whatsoever. Materials have lots of basic materials that a modeler can apply to their work, each having their own characteristics while Textures would be bitmap images created using paint programs such as Photoshop, such as a brick wall, or even a wooden table!
When making these 3D Models, I actually had a hard time with making these. I kept making mistakes of putting the materials and textures in the wrong order, etc. Though with getting used to it, I created semi-realistic models, that give off a natural vibe, almost as if it was real. There is still much to learn about applying materials and such, but i´m glad I learned myself how to do so, etc.
Rendering generates a 2D graphic or animation (even though we barely did some this year) using the 3D Models, we ourselves made. It helps giving us a much better view of the model itself. I, myself, had lots of rendering problems, due to my program, but there are multiple options for what kind of render you would want. From just default render, to VRay, etc. Each option has its own benefits, and cons, such as its lighting effects. NVDIA Mental Ray generates physically correct lighting effects while Active Shade Mode previews showing the effects of lighting/material.
Rendering generates a 2D graphic or animation (even though we barely did some this year) using the 3D Models, we ourselves made. It helps giving us a much better view of the model itself. I, myself, had lots of rendering problems, due to my program, but there are multiple options for what kind of render you would want. From just default render, to VRay, etc. Each option has its own benefits, and cons, such as its lighting effects. NVDIA Mental Ray generates physically correct lighting effects while Active Shade Mode previews showing the effects of lighting/material.
Working with Lighting
Unit D
Lighting can either improve or worsen our quality of our rendered model, either by making it too bright, or just too dark, Lighting is an important factor to successfully create quality renderings of scenes. It is always good to keep the viewers focus, so its best to keep Strong and intentional lighting, to bring our models to life. Depending on what type of vibe your going with, both lighting and shadows can help enfocus its mood and highlight what is important: like a lamp on a desk table, etc. Helping the viewer have a better view of the surroundings helps balance out angles in which the standard lights are shown from. Each light will have its own setting that, even if not noticable, change the outcome of the model, such as intensity, Decay, Color, Contrast, etc. All those are factors of either making a good vision of what your trying to achieve, or the exact opposite.
Lighting can either improve or worsen our quality of our rendered model, either by making it too bright, or just too dark, Lighting is an important factor to successfully create quality renderings of scenes. It is always good to keep the viewers focus, so its best to keep Strong and intentional lighting, to bring our models to life. Depending on what type of vibe your going with, both lighting and shadows can help enfocus its mood and highlight what is important: like a lamp on a desk table, etc. Helping the viewer have a better view of the surroundings helps balance out angles in which the standard lights are shown from. Each light will have its own setting that, even if not noticable, change the outcome of the model, such as intensity, Decay, Color, Contrast, etc. All those are factors of either making a good vision of what your trying to achieve, or the exact opposite.
Making this helped me have a full understanding of light placement, arrangements, as well as how my own program could benefit me from kaing my model look dull, to ´alive´.
Using Cameras to Animate a Scene
Unit E
Properly knowing how to use a camera comes in handy, espicially if theres lots going on in one scene, etc. Cameras in 3D programs are a way to stimulate how a real-life scene would look like. To create a realistic image, it is important to understand how cameras operate, but by knowing you would have to understand its basics. I learned your setting have to be perfectly alligned, from the angle, placement, and movement. Knowing your placement and angles helps even more. For example, if you want a full view of your scene, use the angle ¨Birds Eye¨, if not POV. From high to low angles, or left from right, to even upside down. Setting on your camera can have a great impact on your view, like would you have a clearer version for something upfront, and focus on one thing, or get the whole scene, etc. There are several different ways the camera man/woman can manipulate and move the camera to achieve a desired effect.
Properly knowing how to use a camera comes in handy, espicially if theres lots going on in one scene, etc. Cameras in 3D programs are a way to stimulate how a real-life scene would look like. To create a realistic image, it is important to understand how cameras operate, but by knowing you would have to understand its basics. I learned your setting have to be perfectly alligned, from the angle, placement, and movement. Knowing your placement and angles helps even more. For example, if you want a full view of your scene, use the angle ¨Birds Eye¨, if not POV. From high to low angles, or left from right, to even upside down. Setting on your camera can have a great impact on your view, like would you have a clearer version for something upfront, and focus on one thing, or get the whole scene, etc. There are several different ways the camera man/woman can manipulate and move the camera to achieve a desired effect.