At the end of third quarter, we've learned a technique that, arguably, tops most of the previous modeling techniques. Previous techniques, like Surface and Compound Modeling, are still very important for the actual model, but UVWs with material editing help to elevate the model. Using a combination of each will easily make renders, which we have been playing around with this unit, more realistic. But, in the whole third quarter, my favorite is UVW modeling, which is strange because people usually struggle with UVWs. I talk about UVW mapping a lot, not just because it's the end of the quarter, but due to how explainable it is, it's unwrapped, then wrapped around the model. Peeling really helps in making the 2D texture, and putting it onto a 3D model. This unit has been the more understandable, in terms of actual information, and execution. We also learned about the Material Editor, a very important tool, which we even learned last year. The material editor is what we put on top of the UVW, which is a Bitmap, and to make it much more real, if we try to render on top of another image, not making an eyesore of a render on top of a Photograph. It was, in retrospect, a simple unit that felt a lot more easier to grasp, probably because it came back to Photoshop, more Photoshop related projects are always accepted in my book, but applying them to a 3D model properly, instead of an odd texture that just makes you actually WANT to learn a new technique, is much more fun. So, hopefully this reflects in grades, and next unit, Lights and Cameras, will be just as easy to grasp, and useful as third quarter's material. A very Anticlimactic last project image, but it's the thought that counts, right?
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Remember the event when the blog post and two personal blog post where due on the same weekend? Well, that day is due on FRIDAY now. So, I have to wake up at six just to make two personal blog posts, on two different days. So, I think I should make a post structured a bit like the usual blog post, but a little less formal.
We are learning about vector graphics, which is a little bit like bitmap. But, the program, Adobe Illustrator, is different in that most of the drawing tools are, well, weird. It's a little hard to describe how, but it's like the Google Drawings curve tools. But, the advantages are clear in Illustrator, specific curved shapes and different images in the same file come to mind. So, we learned about how Adobe Illustrator is used, the Bezier Tool, and the major differences between Photoshop and Illustrator. Well, see you next morning. I already have a draft for tomorrow. Actually, we didn't have too much of a class to talk about, because of winter break, early release days, and absent days due to snow.
So, what do we talk about, I could just talk about the bitmap image and the learning process, which i'm not even done with as this post. Well, we had to recreate an image and use tutorials to make individual parts of the image. But, the processes to do each are pretty ingenious, using each of the tools to get a certain thing we want our way. It feels like a sort of rite of passage, that is, to use each of the tools to make a full image. This is why this project is taking a while, we have to make seven different elements, which each use tools that don't take that long. But, the order and sequence makes it harder to really do fast, for me anyway. So, what did we review, I should say:
ewww.youtube.com/watch?v=6Bp_DDlgCdY&feature=youtu.be |
JamesHe aspires to be a game designer, let's just hope he gets there. He also happens to goes to DSA. Categories
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