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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This week is the last week of the quarter, and is mainly comprised of more UVW projects, which we have learned to use a bit better, so much so that a new blog post can be made about it. But, many of the techniques used to make a texture is mainly done in textures, made in Photoshop, and how they wrap around the texture to add a new dimension, which is much more easier to due since a map can be made to correctly map certain aspects to the right parts. But, some parts can't be easily mapped, like the sides of textures not picked up on a 2D map. The best thing to do is to peel a texture, which needs a bit more of the texture to fit new sides for textures, which makes more sense if you've seen it. Some textures don't need more of the texture to do so, but there are times to physically make a texture in order to get a convincing texture, Very important in a 3D texture,
Well, it's almost been a year already, and I'm still in this class. We learned a bunch of stuff, which I only realized looking back, and I think, since this is the last post I'll probably make for the year, should be about the year. Well first, an overview, this year was pretty nice, pretty hard, Mr. B was not lying when he said it would be challenging, but I got a pretty good grade for each quarter, the people were nice, most of the time, and the stuff we made was good enough to look back and say, "I liked making that."
So, when we first started out, we did a bunch of lessons on history, which was not that bad, slideshows tend to be my strong suit, I'm not so sure about public speaking, but the stuff was pretty distant, I was surprised when a question from this unit was on the test, oops. Well, after that, we learned about Photoshop, and bitmaps, which was when the year started taking off. What we did there was hard to understand at first, but made sense in the end, which could apply to most of our lessons, or the entire year, but the stuff we did there was pretty useful for most of what we did. Next is Illustrator, and it's vectors, which everybody did not enjoy, since they learned Photoshop first, but it was't that bad, there were weird tools at times, but it trades off for qualitative images, which could be useful for professional stuff, which they do use for their own pamphlets and stuff, so it has a purpose other than a "Different Illustrator." We did Premiere, with video editing, next, which was, personally, my favorite, since we made videos and stuff. Which, is nice, because it made sense, it's freaky how it just clicked with me. Making cuts, thinking up concepts of videos, and how to put it all together. It used all of my favorite aspects of projects. Which was pretty cool. The last concept we did was 3DS Max and, well, 3D modeling. This was actually my least favorite, but had it's place in our curriculum, I guess. It's very different from what we did earlier, which was the same reason we didn't really enjoy Illustrator, but put in the frame of the entire year, which we could've done anything to change, except ACTUALLY push on and just do it. Which I'm not a fan of. So, this was an up-down sort of thing, but it was pretty nice in the end, and changed me, like some sort of rite of passage, or a pilgrimage, I guess So, we had another week that was only two days, but, we still learned enough to write something about. Now, we are on the topic on Adobe Illustrator, which is similar to Photoshop, but has specific differences. Like the Transform is not it's own editing thing, it's can now be done is any sort of window, no matter what tool you're in. illustrator also has ways to organize your images and text, like top to bottom order or distributing. But overall, Illustrator is mostly used for fancy texts or making images that are more crisp, like a logo. While, Photoshop is mostly used for in- depth editing or drawing. Now, for some research. The making of Illustrator is similar to Photoshop, a program for making images starting out on Macintosh, then spread from there. But, this is the PREMIERE Vector Graphic Program. Since, it uses math to make it's more intricate curves and lines, an example of this would be the Bezier Curve tool. So, the Adobe Illustrator would have some competition, but in the end, it became the popular Vector Graphic Thing. So, we learned that:
https://www.vecteezy.com/blog/2015/5/24/the-history-of-adobe-illustrator https://en.wikipedia.org/wiki/Adobe_Illustrator A 1988 Adobe Illustrator advertisement
So, we actually learned about the Photoshop magic I was talking about earlier in another post. Now, we can bring color into a gray scale image and divide an image's colors into less colors. We practiced this by having to do that exact same thing, we make an Andy Warhol image, brought color to some fruit, and made a car advert. So, to do the research thing, I thought of doing the one thing that sounds like it has information more than just Wikipedia. So, I picked to do Andy Warhol because it is the most re-searchable topic that relates to what we did. So, Andy Warhol was one of the artists that made pop art. Now, pop art is basically an art form/genre that uses popular media and the modern commonplace items we see, or during 1950. So, Andy Warhol made a painting of Campbell soup, which may see pretty mundane, but that's the point. It says a lot about what we see about pop, it's hard to explain since i'm not an art critic, maybe I should be, but I kinda dumb. So, this movement also uses media like science fiction and advertising. These elements are almost magical to see, it's like seeing something so mundane in a new light. It works as some sort of time capsule, so it feels like it's from another time in this year. How does this relate to Photoshop? Well, art is made in Photoshop sometimes, this is art, IT IS RELATED. What did we learn from this journey?
https://www.britannica.com/art/Pop-art http://www.theartstory.org/movement-pop-art.htm?utm_expid=18203949-2.W3hbGYhKRxSPdFSflLTVRw.0 https://www.moma.org/explore/inside_out/2015/04/29/serial-singular-andy-warhols-campbells-soup-cans/ Warhol's Campbell soup cans
Before we start, I realized I always put off the personal blog posts we have to do until the last weekend. So, I thought I may as well have a little event in which I make both of them (not on the same day) and the self-reflective post on the same weekend. So, it makes a little fun out of my procrastination, for me and for the people that, might, be reading these. Expect another personal Post that COULD be a game review. Now, lets start the actual reflection.
So, we learned how to use the Cliched "Photoshop Magic" that can hide acne or cows. This was actually kinda fun, especially since we could edit our own photos(I can't upload mine since they're in the school computers). So, this week was pretty cool, and I just remembered we have to research a topic relating to the lesson. So, since I can't find too much information about the story behind, even with the advanced search (see, I learned from the first unit). I had to take to Wikipedia for information that relates to the history. So, simply put, two brothers Thomas and John Knoll, made "Photoshop" (it wasn't called Photoshop when it was made). After a while, they showcased a heavily developed version and presented it to a 1988 Apple on behalf of Adobe. The 1.0 version of Photoshop was publicly put out only on Macintosh, in 1990. So, what did we learn during this week?
https://en.wikipedia.org/wiki/Adobe_Photoshop |
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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