Thomas Gaynor Unit 67 3D Animation
Saturday, 10 June 2017
Friday, 2 June 2017
Wednesday, 26 April 2017
Task 6 - Constraints
a polygon count is the number of polygons/triangles rendered per frame in modeling by 3D artists. polygons can either have 4 or 3 edges which are quads or triangular count, game engines usually support triangular counts but it is possible to change quads into triangular but its better to do this earlier because you can see what the poly count is which will allow you to check if its too big and also some will needed to be manually converted for animation. Since software is a very limited thing you can only render a certain amount of polygons at any one time if the amount of polygons that need rendering surpasses the software you are using to render it then it will either be incomplete or the quality will be lowered and obviously more polygons it has the longer it will take.
the amount of vertices is what takes up the most of the memory storage. Vertex also called faces is one of the most basic part of 3D polygons, faces are the areas on your model that gets shading material applied to them which take up a lot of memory which is why you should delete them when they are not shown
The file size is very important since this can affect the rendering and pother things. file size depends on polygon count, vertices and other things
rendering is the action of generating an image from the 2D or a 3D model by using a 3D modelling software and then rendering them out. during render everything the camera is looking at which include the actual space, textures, lighting and flatten into a image. the time it takes to render the image increases with amount of vertices and edges since they increase the memory
Real time vs Non real time rendering
There are two very different types of rendering the first is real type rendering which is primarily used in games where everything is rendered as it happens. Such as in a games where you're being chased since everything is being rendered as you're going along suck as the area around you or the characters as they perform certain actions, the pros of real time rendering in games is that it allows for the freedom of movement and lets the game play out differently because of how interactive it is but a con is that the cutscenes or the game can glitch whereas non real time rendering which would be used with movies on DVDs is not that good for games except for non interactive cutscenes this is because a con of non real time rendering being that they cannot be interactive since it has already be rendered which would go against what games are which is something that can be played.
https://www.shapeways.com/blog/archives/226-polygon-count-reduction-with-meshlab.html
http://nyuad.im/tutorials/Makesome3Dmodels/Makesome3Dmodels.html
http://blog.hitchingsdesign.com/3d-workflow-for-designers-art-directors-modeling/
http://www.archives.qld.gov.au/Recordkeeping/DigitalContinuity/Pages/FAQs.aspx
https://en.wikipedia.org/wiki/Rendering_(computer_graphics)
This
provides evidence Unit 66 – P1, M1, D1
the amount of vertices is what takes up the most of the memory storage. Vertex also called faces is one of the most basic part of 3D polygons, faces are the areas on your model that gets shading material applied to them which take up a lot of memory which is why you should delete them when they are not shown
The file size is very important since this can affect the rendering and pother things. file size depends on polygon count, vertices and other things
rendering is the action of generating an image from the 2D or a 3D model by using a 3D modelling software and then rendering them out. during render everything the camera is looking at which include the actual space, textures, lighting and flatten into a image. the time it takes to render the image increases with amount of vertices and edges since they increase the memory
Real time vs Non real time rendering
There are two very different types of rendering the first is real type rendering which is primarily used in games where everything is rendered as it happens. Such as in a games where you're being chased since everything is being rendered as you're going along suck as the area around you or the characters as they perform certain actions, the pros of real time rendering in games is that it allows for the freedom of movement and lets the game play out differently because of how interactive it is but a con is that the cutscenes or the game can glitch whereas non real time rendering which would be used with movies on DVDs is not that good for games except for non interactive cutscenes this is because a con of non real time rendering being that they cannot be interactive since it has already be rendered which would go against what games are which is something that can be played.
https://www.shapeways.com/blog/archives/226-polygon-count-reduction-with-meshlab.html
http://nyuad.im/tutorials/Makesome3Dmodels/Makesome3Dmodels.html
http://blog.hitchingsdesign.com/3d-workflow-for-designers-art-directors-modeling/
http://www.archives.qld.gov.au/Recordkeeping/DigitalContinuity/Pages/FAQs.aspx
https://en.wikipedia.org/wiki/Rendering_(computer_graphics)
Task 6 – Constraints
What constraints are involved in working within a 3D environment -
polygon count, file size and rendering time?
Remember that you are trying to comprehensively explain
the theory and applications of 3D with elucidated examples and consistently
using subject terminology correctly.
Task 5 - 3D Development Software
3D development software range widely some are more complex and some are simpler yet not as many things that you can do and have limited ability. Also some software become outdated over time such as LightWave as not many if any game development teams use this in comparison to Maya.
3D Studio Max
3D Studio Max which became 3D Studio and is now Autodesk 3ds Max is a 3D computer graphics program in which you can make 3D models, Images, Games and also animate them.it is used quite a lot by video game developers, many TV commercials and architecture studios, it can also be used for movies e.g. special effects.
Maya
Maya or Autodesk Maya it is used to create interactive 3D applications, including video games, animated film, TV series, or visual effects. This software is personally my favourite 3D modelling software since it’s also the one I practise with.
LightWave
LightWave or LightWave 3D has 3D modelling, and animation tools. including 999 free cross-platform render nodes, support for Windows and Mac UB 64 and 32-bit operating systems, free technical support and more. It has been used in film, television, motion graphics, digital matte painting, visual effects, video games development, product design, architectural visualizations, virtual production, music videos, pre-visualizations and advertising. LightWave is responsible for more artists winning Emmy Awards than any other 3D application.
Cinema 4D
Cinema 4D is a 3D modelling, animation and rendering software. It is capable of procedural and polygonal/subd modelling, animating, lighting, texturing, rendering, and common features found in 3D modelling applications. Cinema 4D Studio has advanced character tools, hair, a physics engine and an unlimited client network for rendering.
Blender
Blender is a professional and free 3D modelling software used for creating animated films, visual effects, art, 3D printed models, interactive 3D applications and video games. Blender's features include 3D modelling, UV unwrapping, texturing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animating, match moving, motion tracking, rendering, video editing and compositing. It further features an integrated game engine. Although a good software it isn’t my favourite since its not what I’m used to which makes me try out shortcuts that do not work and I’m less proficient.
Sketchup
SketchUp is a 3D modelling program for a wide range of drawing applications such as architectural, interior design, civil and mechanical engineering, film, and video game design. There is an online open source library of free model assemblies, 3D Warehouse (which is just like the Unity asset store), to which users may put models. The program includes drawing layout functionality which allows you to choose drawing scales, adjust line weights, and add dimensions, callouts, and graphics to turn your model into a more professional document
ZBrush
ZBrush is a digital sculpting tool that combines 3D and 2.5D modelling, texturing and painting. It uses a pixol technology which stores lighting, color, material, and depth information for all objects on the screen. In Zbrush you are able to use over 40 million polygons to use in whatever you are making whether it be movies, games or animations once completed, the 3D model can be projected to the background which will then become a 2.5D image a successful game that uses 2.5D imagery is Danganronpa: Trigger Happy Havoc.
To conclude while all of these software may be similar and be used for the same thing they can specialise for certain things and also be used differently and more efficiently than others because of shortcuts that are available. Some also have software that can work with them and are made to work with them e.g. Maya is a part of Autodesk so it is easily used with other software like 3ds Max and AutoCAD.
File Format
.3ds is a file format that is used by Autodesk 3ds Max 3D modelling, animation and rendering software. This kind of file format can be used for modelling, animation and rendering meshes, there are some short comings to this file type though such as all meshes must be made of triangles.
.mv is a file format that is used by Autodesk Maya. An .mb files contain three-dimension models, textures, and lighting and animation data to be used with the AutoDesk Maya animation software.
.lwo is a file format that is used by LightWave. .lwo files contain different objects that will be stored as meshes and those meshes include polygons, points, and surfaces and even images for textures
.C4d is a file format that is used by Cinema 4D. A .C4d contains a scene, which consists of one or more objects with position, rotation, pivot points, meshes, and animation information to create the file.
.dxf is a file format that is used by AutoCAD. A .dxf allows data to go between AutoCAD and other programs.
An .obj file format was developed by Wavefront Technologies and can be used by most 3D software’s. The most important thing about an .obj file is that it can be used by plenty of different 3D software’s.
Softimage|XSI
Softimage|XSI is a is a 3D computer graphics application, owned by Autodesk which is used to producing 3D computer graphics, 3D modeling, and computer animation just like most of Autodesks softwares.
Plug-ins
a plug-in is a component that adds a specific feature to an already existing program. When a program supports a plug-in this allows it is able to be customised. Common examples are plug-ins that are used on web browsers such as Google Chrome such as Add Blocker, Another plug-in that we used was Virtual Studio Technology instruments that we used on the sound software Reaper.
https://getadblock.com/
https://en.wikipedia.org/wiki/Autodesk_Softimage
This
provides evidence Unit 66 – P1, M1, D1
3D Studio Max
3D Studio Max which became 3D Studio and is now Autodesk 3ds Max is a 3D computer graphics program in which you can make 3D models, Images, Games and also animate them.it is used quite a lot by video game developers, many TV commercials and architecture studios, it can also be used for movies e.g. special effects.
Maya
Maya or Autodesk Maya it is used to create interactive 3D applications, including video games, animated film, TV series, or visual effects. This software is personally my favourite 3D modelling software since it’s also the one I practise with.
LightWave
LightWave or LightWave 3D has 3D modelling, and animation tools. including 999 free cross-platform render nodes, support for Windows and Mac UB 64 and 32-bit operating systems, free technical support and more. It has been used in film, television, motion graphics, digital matte painting, visual effects, video games development, product design, architectural visualizations, virtual production, music videos, pre-visualizations and advertising. LightWave is responsible for more artists winning Emmy Awards than any other 3D application.
Cinema 4D
Cinema 4D is a 3D modelling, animation and rendering software. It is capable of procedural and polygonal/subd modelling, animating, lighting, texturing, rendering, and common features found in 3D modelling applications. Cinema 4D Studio has advanced character tools, hair, a physics engine and an unlimited client network for rendering.
Blender
Blender is a professional and free 3D modelling software used for creating animated films, visual effects, art, 3D printed models, interactive 3D applications and video games. Blender's features include 3D modelling, UV unwrapping, texturing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animating, match moving, motion tracking, rendering, video editing and compositing. It further features an integrated game engine. Although a good software it isn’t my favourite since its not what I’m used to which makes me try out shortcuts that do not work and I’m less proficient.
Sketchup
SketchUp is a 3D modelling program for a wide range of drawing applications such as architectural, interior design, civil and mechanical engineering, film, and video game design. There is an online open source library of free model assemblies, 3D Warehouse (which is just like the Unity asset store), to which users may put models. The program includes drawing layout functionality which allows you to choose drawing scales, adjust line weights, and add dimensions, callouts, and graphics to turn your model into a more professional document
ZBrush
ZBrush is a digital sculpting tool that combines 3D and 2.5D modelling, texturing and painting. It uses a pixol technology which stores lighting, color, material, and depth information for all objects on the screen. In Zbrush you are able to use over 40 million polygons to use in whatever you are making whether it be movies, games or animations once completed, the 3D model can be projected to the background which will then become a 2.5D image a successful game that uses 2.5D imagery is Danganronpa: Trigger Happy Havoc.
To conclude while all of these software may be similar and be used for the same thing they can specialise for certain things and also be used differently and more efficiently than others because of shortcuts that are available. Some also have software that can work with them and are made to work with them e.g. Maya is a part of Autodesk so it is easily used with other software like 3ds Max and AutoCAD.
File Format
.3ds is a file format that is used by Autodesk 3ds Max 3D modelling, animation and rendering software. This kind of file format can be used for modelling, animation and rendering meshes, there are some short comings to this file type though such as all meshes must be made of triangles.
.mv is a file format that is used by Autodesk Maya. An .mb files contain three-dimension models, textures, and lighting and animation data to be used with the AutoDesk Maya animation software.
.lwo is a file format that is used by LightWave. .lwo files contain different objects that will be stored as meshes and those meshes include polygons, points, and surfaces and even images for textures
.C4d is a file format that is used by Cinema 4D. A .C4d contains a scene, which consists of one or more objects with position, rotation, pivot points, meshes, and animation information to create the file.
.dxf is a file format that is used by AutoCAD. A .dxf allows data to go between AutoCAD and other programs.
An .obj file format was developed by Wavefront Technologies and can be used by most 3D software’s. The most important thing about an .obj file is that it can be used by plenty of different 3D software’s.
Softimage|XSI
Softimage|XSI is a is a 3D computer graphics application, owned by Autodesk which is used to producing 3D computer graphics, 3D modeling, and computer animation just like most of Autodesks softwares.
Plug-ins
a plug-in is a component that adds a specific feature to an already existing program. When a program supports a plug-in this allows it is able to be customised. Common examples are plug-ins that are used on web browsers such as Google Chrome such as Add Blocker, Another plug-in that we used was Virtual Studio Technology instruments that we used on the sound software Reaper.
https://getadblock.com/
https://en.wikipedia.org/wiki/Autodesk_Softimage
Task 5 - 3D
Development Software
Examine the software tools
used in the production of 3D models.
For example, 3D Studio Max, Maya, LightWave, Cinema 4D,
Blender, Sketchup, ZBrush etc.
Remember that you are trying to comprehensively explain
the theory and applications of 3D with elucidated examples and consistently
using subject terminology correctly.
Task 4 - Mesh Construction
How are 3D models constructed?
Different techniques
Extrusion Modelling
Extrusion modelling works simply by extruding shapes to make it look like another object an example of this would be when I use ProBuilder since I usually get a cube and extrude it out to create what I want which can be a room or something else such as a candle. Ill use the example of a room I used where I primarily used extrusion modelling
on this room i used extrusion to creat the floor, the walls, the table and the bookshelves
Box Modelling
Box modelling is a technique where you get a basic 3D shape usually a cube to try and make a rough draft/prototype of the final model that you will then make. You use a few tools such as the subdivide tool or other tools and repeat a few steps until you start to get the shape that you want, even though this type of modelling is simple it’s a easy way to get a lot of detail into your work.
This model is a Tyrannosaurus Rex that had started out as a simple shape that has been subdivided and changed to create a rough draft.
This model is a Tyrannosaurus Rex that had started out as a simple shape that has been subdivided and changed to create a rough draft.
Primitive Modelling
A very easy and simple way to model is primitive modelling where you connect a bunch of primitive shapes together such as a Cube, Cylinder, Tube, Sphere, Torus, Cone to create what you want to have as a final product
this model of a train is a very simple thing and looks like it would be a very rough draft since it would take less than 5 minutes to complete since it's made up of squares and a couple of spheres for wheels.
Specialised Modelling
Polygonal modelling is a way to model objects by representing or approximating the their surface areas using polygons this way is the most effective way of modelling for real-time computer graphics
Image Based Modelling
Image based modelling is a modelling process where you use 2D images. This way is most useful in situations where the budget is restricted because of lack of funds so you can’t create all the assets manually
this model is being based off a picture of a teddy bear and is being made quite similar to the image since you can see both a picture as well as the model from both the front and the side at the same time.
this model is being based off a picture of a teddy bear and is being made quite similar to the image since you can see both a picture as well as the model from both the front and the side at the same time.
3D Scanning
3D scanning is a high level modelling technique where an object or a person is scanned and analysed is used to generate an accurate polygonal or NURBS mesh.
these images show someone scanning in a woman with a 3D scanner and making a model of her which is quite similar to what she looks like.
Task 4 - Mesh
Construction
How are 3D models
constructed? Describe and explain the different modelling techniques available
to a 3D designer.
Remember that you are trying to comprehensively explain
the theory and applications of 3D with elucidated examples and consistently
using subject terminology correctly.
Task 3 - Geometric Theory
Geometric theory is a way in which you can model objects or characters within a game, to do this we have to create the basic shape with a mesh and put textures on it. “A mesh is a collection of vertices, edges, and faces that describe the shape of a 3D object” - https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/What_is_a_Mesh%3F .
Geometric theory within the games development is quite important since we use this as a way to model objects and to model characters for the game. When making a polygon you start out by connecting two vertices with a line which creates the first edge, then another vertices can be added to the mix along with two lines to create a triangular shape with a face but before this shape can be created more vertices and more lines can be added to create bigger and more complex shapes e.g. 4 = Quad, 8 = Octagon, 12 = Dodecagon etc.
This is much harder when making a game or more specifically a moving game character since they need to have fluid movement to look more realistic so to do this different shaped polygons must be combined to create new and more useful shapes and once all these polygons have become one and joined together you get the 3d design that you have been designing
These can then be later textured to create the final working project an example of one that goes from mesh to textured is this character
The first image shows off the characters mesh while the other two show of what the fianl project once textured and rendered will look like.
http://www3.turbocadcommunity.com/tiki-index.php?page=3D+Mesh
http://www.cadforum.cz/cadforum_en/unfold-any-3d-mesh-into-2d-planar-form-tip8509
http://www.morphographic.com/Gallery/GalleryRadiolarian.htm
http://www.vertextemplates.com/tutorials/3d_studio_max_tutorials/3d_studio_max_tutorial_Abstract_Objects.php
https://gamesd3sign.wordpress.com/tag/textures/
https://www.pinterest.com/pin/400961173051999107/
http://www.characterink.com/2011/10/24/free-unity-character/
This
provides evidence Unit 66 – P1, M1, D1
Geometric theory within the games development is quite important since we use this as a way to model objects and to model characters for the game. When making a polygon you start out by connecting two vertices with a line which creates the first edge, then another vertices can be added to the mix along with two lines to create a triangular shape with a face but before this shape can be created more vertices and more lines can be added to create bigger and more complex shapes e.g. 4 = Quad, 8 = Octagon, 12 = Dodecagon etc.
This is much harder when making a game or more specifically a moving game character since they need to have fluid movement to look more realistic so to do this different shaped polygons must be combined to create new and more useful shapes and once all these polygons have become one and joined together you get the 3d design that you have been designing
These can then be later textured to create the final working project an example of one that goes from mesh to textured is this character
The first image shows off the characters mesh while the other two show of what the fianl project once textured and rendered will look like.
http://www3.turbocadcommunity.com/tiki-index.php?page=3D+Mesh
http://www.cadforum.cz/cadforum_en/unfold-any-3d-mesh-into-2d-planar-form-tip8509
http://www.morphographic.com/Gallery/GalleryRadiolarian.htm
http://www.vertextemplates.com/tutorials/3d_studio_max_tutorials/3d_studio_max_tutorial_Abstract_Objects.php
https://gamesd3sign.wordpress.com/tag/textures/
https://www.pinterest.com/pin/400961173051999107/
http://www.characterink.com/2011/10/24/free-unity-character/
Task 3 - Geometric
Theory
What are the
fundamental principles behind the creation of virtual 3D space? Describe and
explain 3D geometry.
Remember that you are trying to comprehensively explain
the theory and applications of 3D with elucidated examples and consistently
using subject terminology correctly.
Task 2 - Displaying 3D Polygon Animations
3D computer graphics are graphics that use a three-dimensional geometric data which is stored in the computer’s memory and rendered into a 2D image. these images can then later be displayed for real time viewing
API or Application Program Interface is a set of functions such as an interface. this connects to and accesses data, applications, the operating system and other services. The API is what allows the other services to interact with everything else. The API can be quite important as it is what puts everything else together when the game is almost done. APIs can range because of how many there is and they are used for lots of different thing going from computers to websites and in games.
An API that is used for microsoft wondows is Direct3D, this API is used to render 3D graphics in applications where performance is important, such as games.
a graphics pipeline is a pipeline for rendering and is the steps to create a 2D raster image of a 3D scene that you have built on a 3D modelling software. this pipeline is needed to make what the computer will then display on screen.
a multitude of things go into rendering an image from a 3D software such as modelling that which you need to render, using the camera on it, lighting for effect and the perspective making everything come together
modelling is the most basic part of the rendering process since you have to create whatever you are rendering before you can render it you have to create it. there are a multitude of ways that you can create your project but it all comes down to design.
after modelling next comes the camera because you need to create your perspective. the camera is how we look at the project so we need to choose what will be looking at the camera. if it’s a bird that's looking at the scene then the camera would have to be high up but if what’s looking is a human then it would have to be at eye level etc.
lighting is what gives the scene an effect such as if it was a horror game you would have to use low light levels or give the light a dimmer effect, if it was a happier game it would needs lots of light with more bright colours and also you would have to change where the sun light would be at to change what the time of day would be for your game.
By using lighting you are able to make something actually look 3D because of the shadow which changes our perspective on it, when our eyes see a shadow we understand that we are looking at a 3D object.
Clipping
Clipping in 3D, is a way to enable or disable different rendering operations within a certain region of interest. A rendering algorithm only renders what it can see, lines and surfaces outside the view volume are removed. This is done to improve render performance because this allows the the software to save time by skipping them certain pixels that the user cannot see.
https://www.blender.org/about/logo/
https://www.blender.org/
http://robertstevensonunit66.blogspot.co.uk/2013/02/3d-graphics-pipeline.html
http://www.slideshare.net/javkhlanr/cgp-lecture1-introduction
https://www.youtube.com/watch?v=0tmtJBWqvBU
http://portableapps.com/news/2016-05-16--blender-portable-2.77a-released
http://home.metrocast.net/~chipartist/BlensesSite/Part2.html
https://sertaogames.com/2013/01/30/isometric-tilesets-from-3d-modeling/
https://www.pinterest.com/pin/459930180673988107/
http://www.free3dtutorials.com/lighting
http://spazzarama.com/2011/03/14/c-screen-capture-and-overlays-for-direct3d-9-10-and-11-using-api-hooks/
This
provides evidence Unit 66 – P1, M1, D1
API or Application Program Interface is a set of functions such as an interface. this connects to and accesses data, applications, the operating system and other services. The API is what allows the other services to interact with everything else. The API can be quite important as it is what puts everything else together when the game is almost done. APIs can range because of how many there is and they are used for lots of different thing going from computers to websites and in games.
An API that is used for microsoft wondows is Direct3D, this API is used to render 3D graphics in applications where performance is important, such as games.
a graphics pipeline is a pipeline for rendering and is the steps to create a 2D raster image of a 3D scene that you have built on a 3D modelling software. this pipeline is needed to make what the computer will then display on screen.
a multitude of things go into rendering an image from a 3D software such as modelling that which you need to render, using the camera on it, lighting for effect and the perspective making everything come together
modelling is the most basic part of the rendering process since you have to create whatever you are rendering before you can render it you have to create it. there are a multitude of ways that you can create your project but it all comes down to design.
after modelling next comes the camera because you need to create your perspective. the camera is how we look at the project so we need to choose what will be looking at the camera. if it’s a bird that's looking at the scene then the camera would have to be high up but if what’s looking is a human then it would have to be at eye level etc.
lighting is what gives the scene an effect such as if it was a horror game you would have to use low light levels or give the light a dimmer effect, if it was a happier game it would needs lots of light with more bright colours and also you would have to change where the sun light would be at to change what the time of day would be for your game.
By using lighting you are able to make something actually look 3D because of the shadow which changes our perspective on it, when our eyes see a shadow we understand that we are looking at a 3D object.
Clipping in 3D, is a way to enable or disable different rendering operations within a certain region of interest. A rendering algorithm only renders what it can see, lines and surfaces outside the view volume are removed. This is done to improve render performance because this allows the the software to save time by skipping them certain pixels that the user cannot see.
https://www.blender.org/about/logo/
https://www.blender.org/
http://robertstevensonunit66.blogspot.co.uk/2013/02/3d-graphics-pipeline.html
http://www.slideshare.net/javkhlanr/cgp-lecture1-introduction
https://www.youtube.com/watch?v=0tmtJBWqvBU
http://portableapps.com/news/2016-05-16--blender-portable-2.77a-released
http://home.metrocast.net/~chipartist/BlensesSite/Part2.html
https://sertaogames.com/2013/01/30/isometric-tilesets-from-3d-modeling/
https://www.pinterest.com/pin/459930180673988107/
http://www.free3dtutorials.com/lighting
http://spazzarama.com/2011/03/14/c-screen-capture-and-overlays-for-direct3d-9-10-and-11-using-api-hooks/
Task 2 - Displaying
3D Polygon Animations
How are 3D models
displayed? Describe and explain what an API is and a how a Graphics Pipeline
works. What is involved in the rendering process?
Remember that you are trying to comprehensively explain
the theory and applications of 3D with elucidated examples and consistently
using subject terminology correctly.
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