Hand rendering techniques and teachings, have always been central to display graphics and visual arts design. Long before modern man ever arrived on the scene, hand renderings and drawings appeared on the walls of ancient caves, and were thought to represent our thoughts and imagination through artistic physical manifestations. This became the medium through which the art of drawing was first pioneered.
Along with the appearance of graceful flowing movements are the underlying intrinsic idiosyncratic imperfections of stroke and movement, which are characteristically inherent to hand renderings, exclusively. These designs cannot be exactly duplicated, nor precisely replicated, by any state-of-the-art rendering computer software produced today. In that sense, hand renderings will always be unique.
As long as human life exists, there will always be hand renderings, they are here to stay, and will never go away. Classical hand rendering are still broadly used in defined areas of artistic work. Some examples would be: historic renderings, public and private art, galleries and exhibit works, including a variety of advertising mediums, and the list goes on. Hand renderings will continue to be used in varying degrees. This is especially true of candid reality drafts, along with various sketch/drawing practices including hand cartoon/amusement (but not limited to). These and other mediums will continue to rely on hand rendering techniques. Some use both, in concert to create one-of-a-kind interrelated hybrid works for both true and existential production and design. Technology may experience greater inclusion and integration at a later date. However, purists do not wish to see any amalgamation or mixture of what many consider to be two completely separate worlds of art and design. So, from early Paleolithic cave paintings, to Fantasmagorie, to pixilation and Chinese Zoetrope, hand renderings whether new or old will always be part of the fabric of art.
However, with the advent of design software and advancements in animation/automation/modeling and display technologies and techniques, entire areas have opened up within technological realms that traditional hand renderings cannot begin to compare to. This is not to say that software/applications/programs are unable to come close to the artistic form that remains "hand rendering," however, the scale and metamorphic evolution of computer software and applications, open up an entirely new universe. A realm within a realm; inside a reality within itself. Something so spectacular and moving unlike anything ever created before on earth. That’s what technology and advanced software and computer rendered designs brings you.
Hand rendering techniques were long been believed to be a required core element in understand the development the art and specialization of advanced computer design, rending and modeling. However, with the immersion of computers and technology, the belief that one's skills be rooted or mired in hand rendering and its constituent components, has lost much of the footing it once had. When we compare the results of those who were reared within the world of hand renderings, versus those whose rearing was almost completely 100% computer application based, it appears any perceived disparity of skills that may have once believed existed, has virtually disappeared. The playing field is not only "even" these days, but those mired in advanced digital technology and computer application based modalities, believe those reared in a digital environment have surpassed the arts rudimentary beginnings.
Advancements in animation technology have completely revolutionized the nature of design visualization and expectations of clientele. What we are finding as the predominate theme within today’s business customers and professionals, is an expectation in which advanced cutting edge technological solutions are necessary for the production of their designs, concepts and projects. And, in a real sense, they have come to demand that “the best that technology has to offer” is the standard, rather than the exception.
Let’s take a look at a few active solutions:
3ds Max is one of the premier modeling rendering and robust animation packages around today. Some of the additional features of the product include subsurface scattering ambient occlusion which are variations of 3ds Max's shaders. This is a very powerfully designed software package that incorporate the latest advances in rendering modeling and animation techniques and has met with rave reviews from industry experts. Graphic designers, as well as engineers, visualization specialists, effects artists, game developers and architects are among a few that have greatly benefited from 3d Max. The functionality of composition coupled with display and rendering variations give artists and specialists infinite variations of designs.
Cinema 4D is another powerful and extremely diverse software solution's for designers, artist and other specialists with a need for stellar compositions and renderings on a professional level. Cinema 4D has successfully incorporated polygonal subd modeling that is combined with other features such as advanced textural, and lighting rendering techniques. Cinema 4Dt has been used by HHVISION to create stadium designs as part of the 2022 FIFA World Cup's advanced event planning and preparation committee, which is scheduled to be held in Qatar in 2022. Source files can be easily imported and integrated into Cinema 4D to render scenes of ultra high complexity, and with stunning visualization effects and accuracy. Utilizing Cinema allowed 4D HHVISION to not only come in ahead of the deadline for submissions to the committee, but provide a completed solution that it believes will have a positive affect and outcome on the committee's decision.
Maya is a third professional product for 3d animation and modeling. It is a professional application that has been used for visual effects in major motion pictures, game development and related architecture applications. The user defines his or her workspace which allows one to edit the or create scene elements which be saved in multiple formats. Scenes derive their element's from node-based architecture. As such, each individual scene establishes as its own attributes, and customization within multiple planes and dimensions. The final result is a networking platform whose nodes are interdependently based upon the action of one another.
When all is said and done nothing no hand rendering can compare to the visual animation, modeling and architectural design and the unlimited array of visual representations and values that computer art and graphics can produce. Hand rendering will also be a very basic classic art which possesses a character and charm all its own. It that vein, one hopes the medium will never cease to exist. However when advanced design is a necessity, and when speed is also an important factor, computer based animation, modeling and rendering cannot be touched, and will only progress and further evolve as time transpires.
Showing posts with label 3d Software. Show all posts
Showing posts with label 3d Software. Show all posts
Monday, August 1, 2011
Tuesday, July 12, 2011
3ds Max Architectural Modeling
3DS Max is a modeling, animation, and rendering package created by Autodesk media. The program comes packed full of modeling capabilities. It has a flexible plug in architecture program which can be easily utilized. The program has also been used by video game developers, and of course architectural visualization studios. In recent times it has also been utilized to help in the production of certain films. The latest version of this program comes with shaders, dynamic simulation, particle systems, radiosity, normal map creation/rendering, global illumination, and its own scripting language. It has proved to be a revolutionary tool for many architects however. This is a short tutorial on how to use the program to create a rendering of a house.
This basic tutorial will show you how to create a low polygon house, and how you can add texture for the end result. First of all you should create a box with minimum segments. This can be easily done because of all the action buttons you need are easy to find. Next you will need to convert it to an editable polygon. This is done by right clicking on object and choose convert to editable polygon. Next click edges and select two horizontal edges in front. Connect the edges with the connect tool. To do this go to the editable polygon menu select edit edges and click connect.
Next select polygons and select two polygons and put them in front of the box. Then you will have to extrude using the extrude tool, which can be found at the edit polygon menu. Go to the top view and change selection type to vertices. Using select and move tool try to position the vertices to your liking. Next you will need to select all vertical edges. Then you must connect the selected edges into two separate segments. Next we will need to create windows for your house. For this you will need to select two different edges where you want your windows to be. Next connect them with four different segments. Select the edges once more and then connect them with six segments this time. To prepare for the creation of a garage select edges, and then select edges with two segments and select the pinch button. Next you will have to create a step in front of the house, to do this select edge. Then you must connect them.
Now while you are in the connect edges menu slide the step to the bottom. Next you will need to select horizontal borders of your windows. Then connect with two segments and pinch them to about -79. Next make a new selection then press the connect button, but do not change anything. Change the selection type to polygons and insert them in new selection. Next click extrude polygons. For the glass select the polygons of your windows and click extrude, now your windows are complete. Next you will need to select all polygons on top of the house. The bevel selected you will need to input is height 1, outline 1. Next in the perspective view rotate view to the top and choose edge selection type. Make edges to your liking using select tool and connect. Next choose vertices selection and select two vertices. Then click connect on the edit vertices menu.In the position of the roof select two edges. Then move them over to the Y coordinate. Next you will need to select two vertices on the left side of the roof. You will need to collapse them next. To do this go to edit geometry and click collapse to make one edge, repeat for the opposite side.
Next you will need to move up the center of the roof. You will then need to make separate selections for all parts. This is done by selecting roof in the polygon properties menu. Then type 1 in set id and press enter. Set id 2 for you door, set id 4 for the glass, set id 6 for the wooden part of the window. When you have a finished product click F10 to render.
This is a neat program that many could utilize. It is especially great for anyone in architecture.
This basic tutorial will show you how to create a low polygon house, and how you can add texture for the end result. First of all you should create a box with minimum segments. This can be easily done because of all the action buttons you need are easy to find. Next you will need to convert it to an editable polygon. This is done by right clicking on object and choose convert to editable polygon. Next click edges and select two horizontal edges in front. Connect the edges with the connect tool. To do this go to the editable polygon menu select edit edges and click connect.
Next select polygons and select two polygons and put them in front of the box. Then you will have to extrude using the extrude tool, which can be found at the edit polygon menu. Go to the top view and change selection type to vertices. Using select and move tool try to position the vertices to your liking. Next you will need to select all vertical edges. Then you must connect the selected edges into two separate segments. Next we will need to create windows for your house. For this you will need to select two different edges where you want your windows to be. Next connect them with four different segments. Select the edges once more and then connect them with six segments this time. To prepare for the creation of a garage select edges, and then select edges with two segments and select the pinch button. Next you will have to create a step in front of the house, to do this select edge. Then you must connect them.
Now while you are in the connect edges menu slide the step to the bottom. Next you will need to select horizontal borders of your windows. Then connect with two segments and pinch them to about -79. Next make a new selection then press the connect button, but do not change anything. Change the selection type to polygons and insert them in new selection. Next click extrude polygons. For the glass select the polygons of your windows and click extrude, now your windows are complete. Next you will need to select all polygons on top of the house. The bevel selected you will need to input is height 1, outline 1. Next in the perspective view rotate view to the top and choose edge selection type. Make edges to your liking using select tool and connect. Next choose vertices selection and select two vertices. Then click connect on the edit vertices menu.In the position of the roof select two edges. Then move them over to the Y coordinate. Next you will need to select two vertices on the left side of the roof. You will need to collapse them next. To do this go to edit geometry and click collapse to make one edge, repeat for the opposite side.
Next you will need to move up the center of the roof. You will then need to make separate selections for all parts. This is done by selecting roof in the polygon properties menu. Then type 1 in set id and press enter. Set id 2 for you door, set id 4 for the glass, set id 6 for the wooden part of the window. When you have a finished product click F10 to render.
This is a neat program that many could utilize. It is especially great for anyone in architecture.
Thursday, September 9, 2010
Excellent 3d Software: Autodesk 3ds Max 2011
Autodesk 3ds Max 2011 is a program which is used by artists and media producers everywhere in order to composite, render, animate and model digital objects in 3D. It's a standard for TV and film, visual effects, video games and graphic design.This program provides some of the best, most thorough tool sets for 3D modeling that you can find in this industry. Autodesk 3ds Max 2011 permits you to use NURBS, spline and polygon-based modeling to generate organic and parametric objects. You'll get more than one hundred high-tech tools for free form 3D design and polygonal modeling, and exacting control over the quantity of points and faces in any given object when utilizing the ProOptimizer tech. You'll also be able to simplify any selection you make by 75% and you'll never lose any detail.
You can maintain your scene's assets while you perform layering, mapping and texture painting operations. Among these operations are spine mapping, removal of distortion, UV stretching, mirroring, decal placement, blurring and tiling. You can edit and design shading hierarchies that range from complex to simple using the slate editor.
You'll also be able to leverage procedural rigging and animation using the CAT, or Character Animation Toolkit, which aids in crowd and biped animation. The Muscle and Skin Modifier within the CAT tool assists you when carefully and precisely controlling the ways in which the model's skeleton deforms are different parts are set into motion.
Different tools assist you when generating effects and dynamics, including fur and hair (and other effects that incorporate strands), as well as cloth. Even blades of grass can be exactingly controlled and styled. Particle effects which are driven by events, like snow, spray, fire and water can all be manipulated using scripts and expressions.
Autodesk 3ds Max 2011 provides excellent software for 3D rendering, which can quickly generate astounding imagery. New to Autodesk 3ds Max 2011, Quicksilver rendering tech helps you make top quality animatics and sketches to visualize your final animation. Mental Ray is another great rendering tool which rapidly establishes realistic lighting situations and customized shadows, using the idle processing units of your computer system.
FBX formatting means that you'll be able to trade information with other popular 3D programs, as well as have support for over thirty other related formats, which includes FLT, SKP, OBJ, IPT, DWG, IPT, DXF. 3DS and AI, among others.
When you buy Autodesk 3ds Max Composite, you'll get a high-powered, high dynamic range compatible compositor which allows you to control depth of field, paint in both vector and raster, motion blur, camera map, color correct and key, as well as other functions.
New aspects of Autodesk 3ds Max 2011 include the ability to edit and create detailed materials using the Slate editor, additional Viewpoint Canvas and Graphite Modeling tools, display of your materials via the Viewport function, the ability to customize your interface, and to save your work to earlier releases.
You can work with the software's trial version for thirty days. Or you can purchase Autodesk 3ds Max 2011: 3D Animation/Designing Software Here! at best price on the market.
3ds Max 2011 Bible
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