Tuesday, December 18, 2018

3D MODELING

3D MODELING


3-D modeling is the use of software to create a virtual three-dimensional model of some physical object.

3-D modeling is used in many different industries, including virtual reality, video games, 3D printing, marketing, TV and motion pictures, scientific and medical imaging and computer-aided design and manufacturing CAD/CAM.


3-D modeling software generates a model through a variety of tools and approaches including:

simple polygons.
3-D primitives -- simple polygon-based shapes, such as pyramids, cubes, spheres, cylinders and cones.
spline curves.
NURBS (non-uniform rational b-spline) -- smooth shapes defined by bezel curves, which are relatively computationally complex.
2-D geometric polygon shapes are used extensively in motion picture effects and 3-D video game art. Creating approximations of shapes made with polygons is much more efficient in raster graphics, which are required for real time 3-D gaming.

In art for video games and motion picture effects, a model might start as a rough-out using polygon primitives or NURBS, or as a design made by following contours on multiple 2-D isometric views. If the model is to be animated, careful consideration of the arrangement of continuous edge loops must be maintained in the model’s polygons around areas of deformation such as joints. A model that looks good stationary will fold faster than Superman's laundry in animation when the appearance of the stationary end model is all that’s considered during building.

Once a model is adequately built, an artist might arrange the coordinates of the model to match its 2-D textures in a process called UV mapping, a process that is kind of like trying to design and tailor with a computer mouse. Areas that require more detail are given more space in the UV map. This can be done either using a repeating texture such as a checker board as a place holder or by using an existing texture.

Generally the next step might be to texture the model, which is to apply either hand-painted or photograph-based 2-D images, usually TGA (Targa bitmap), to the model that will define:

Its color with a color map.
Its reflectivity and reflected color with a specular map.
Its surface texture, defined through light-play with a bump or normal map, or a deformation map for actual added geometric detail.
Animated models require an extra step of rigging, which is like giving them a virtual skeleton with bones and joints along with the controllers to manage it. The way the texture of these joints influences the surface texture under deformation must be defined in skinning, where one paints the weight of joint influence on the textures directly on the models polygons; a polygon painted more heavily is more heavily influenced by a selected joint’s movement. The model is then ready for the animator.

More computational and expensive methods of making models such as NURBS may be used, along with complex shaders that interact with particle-based light, in rendered graphics when real time is not a necessity.

OVERVIEW AUTODESK MAYA 3D

Maya, is a 3D computer graphics software that runs on , originally developed by Alias Systems Corporation (formerly Alias. Wavefront) and currently owned and developed by Autodesk, Inc. It is used to create interactive 3D applications, including video games, animated film, TV series, or visual effects.

MENTAL RAY

The primary feature of Mental Ray is the achievement of high performance through parallelism on both multiprocessor machines and across render farms. The software uses acceleration techniques such as scanline for primary visible surface determination and binary space partitioning for secondary rays. It also supports caustics and physically correct simulation of global illumination employing photon maps. Any combination of diffuse, glossy (soft or scattered), and specular reflection and transmission can be simulated.
Mental Ray was designed to be integrated into a third-party application using an API or be used as a standalone program using the .mi scene file format for batch-mode rendering. Currently there are many programs integrating it such as Autodesk Maya, 3D Studio Max, AutoCAD, Cinema 4D and Revit, Softimage|XSI, Side Effects Software's Houdini, SolidWorks and Dassault Systèmes' CATIA. Most of these software front-ends provide their own library of custom shaders (described below). However assuming these shaders are available to mental ray, any mi file can be rendered, regardless of the software that generated it.
Mental Ray is fully programmable and infinitely variable, supporting linked subroutines also called shaders written in C or C++. This feature can be used to create geometric elements at runtime of the renderer, procedural textures, bump and displacement maps, atmosphere and volume effects, environments, camera lenses, and light sources.
An image of diamond rendered using Mental Ray in CATIA V5R19 Photo Studio.
Supported geometric primitives include polygons, subdivision surfaces, and trimmed free-form surfaces such as NURBS, Bézier, and Taylor monomial.
MAKING 3D ENVIRONMENT
A very unique Blender 3D course about the creation of environments, taught by environment artist Rob Tuytel. Through out each of the many lessons you are introduced to the powerful and free Blender 3D program. After becoming familiar with the Blender user interface, students will learn how to create a landscape design from scratch. Additional videos in this series teach students how to apply materials, lights and even advanced node systems (principled) to their models. Finally, this series will show students how to make an organization plan and create a very advanced environment scene including buildings and characters.
The final course scene was rated well on Artstation with more than 340 + likes. Find out what makes an artwork special and be part of the developing process.
You will learn:
We start with installing Blender and making some simple objects. We get in touch with the Blender interface and I will show the most used buttons in this course. This comes with full in depth lecture documentation ( PDF) .
We continue with making a fence and add a simple wood texture. You will get in touch with the UV image editor and learn how to apply textures on your model. Then I will explain the material editor and show how nodes work (principled shader) . You will learn how to make a simple shader combination to add moss on the fence. I will also show some other shaders like transparency and translucency. This chapter includes a Material node book ( PDF ), a must have for making good looking materials
After these lessons we start with the building process, first making a simple building, but after making some progress we will start creating more advanced buildings, including ornaments. We Use Unity 3D to import the models including baked maps.
After completing the buildings, we start with the nature part and I will explain how to make grass, flowers, weed, rocks and trees. We will use 'The Grove 3D' to generate trees. After the nature part we will make a landscape scene and add all the objects including a sand path with water puddles.
After the nature chapter we will focus on atmosphere and lighting, using the point and sun lamp to make a light setup. We will also use an environment map to light the scene. In the end we will use some atmosphere fog to create mist in the scene.
Then it's time to create the final scene, we start from scratch and use a scene map as a reference and make a rough setup. From that point we build the scene and face all the challenges that comes with environment modeling. In the end we do a final review and finalize the scene.

Phenomena consist of one or more shader trees (DAG). A phenomenon looks like regular shader to the user, and in fact may be a regular shader, but generally it will contain a link to a shader DAG, which may include the introduction or modification of geometry, introduction of lenses, environments, and compile options. The idea of a Phenomenon is to package elements and hide complexity.

MAKING 3D ENVIRONMENT


A very unique Blender 3D course about the creation of environments, taught by environment artist Rob Tuytel. Through out each of the many lessons you are introduced to the powerful and free Blender 3D program. After becoming familiar with the Blender user interface, students will learn how to create a landscape design from scratch. Additional videos in this series teach students how to apply materials, lights and even advanced node systems (principled) to their models. Finally, this series will show students how to make an organization plan and create a very advanced environment scene including buildings and characters.
The final course scene was rated well on Artstation with more than 340 + likes. Find out what makes an artwork special and be part of the developing process.
You will learn:
We start with installing Blender and making some simple objects. We get in touch with the Blender interface and I will show the most used buttons in this course. This comes with full in depth lecture documentation ( PDF) .
We continue with making a fence and add a simple wood texture. You will get in touch with the UV image editor and learn how to apply textures on your model. Then I will explain the material editor and show how nodes work (principled shader) . You will learn how to make a simple shader combination to add moss on the fence. I will also show some other shaders like transparency and translucency. This chapter includes a Material node book ( PDF ), a must have for making good looking materials
After these lessons we start with the building process, first making a simple building, but after making some progress we will start creating more advanced buildings, including ornaments. We Use Unity 3D to import the models including baked maps.
After completing the buildings, we start with the nature part and I will explain how to make grass, flowers, weed, rocks and trees. We will use 'The Grove 3D' to generate trees. After the nature part we will make a landscape scene and add all the objects including a sand path with water puddles.
After the nature chapter we will focus on atmosphere and lighting, using the point and sun lamp to make a light setup. We will also use an environment map to light the scene. In the end we will use some atmosphere fog to create mist in the scene.
Then it's time to create the final scene, we start from scratch and use a scene map as a reference and make a rough setup. From that point we build the scene and face all the challenges that comes with environment modeling. In the end we do a final review and finalize the scene.

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GRAPHICS DESIGN

GRAPHICS DESIGNING

ADOBE lllUSTARTOR



Illustrator CS was the first version to include 3-dimensional capabilities allowing users to extrude or revolve shapes to create simple 3D objects.

Illustrator CS2 (version 12) was available for both the Mac OS X and Microsoft Windows operating systems. It was the last version for the Mac which did not run natively on Intel processors. Among the new features included in Illustrator CS2 were Live Trace, Live Paint, a control palette and custom workspaces. Live Trace allows for the conversion of bitmap imagery into vector art and improved upon the previous tracing abilities. Live Paint allows users more flexibility in applying color to objects, specifically those that overlap. In the same year as the CS2 release, Adobe Systems announced an agreement to acquire Macromedia in a stock swap valued at about $3.4 billion and it integrated the companies' operations, networks, and customer-care organizations shortly thereafter.[12] Adobe now owned FreeHand along with the entire Macromedia product line and in 2007, Adobe announced that it would discontinue development and updates to the FreeHand program. Instead, Adobe would provide tools and support to ease the transition to Illustrator.[13]

CS3 included interface updates to the Control Bar, the ability to align individual points, multiple Crop Areas, the Color Guide panel and the Live Color feature among others. CS3 was released March 27, 2007.

ADOBE INDESIGN

                   
InDesign is the successor to Adobe PageMaker, which was acquired by Adobe with the purchase of Aldus in late 1994. (Freehand, a competitor to Adobe Illustrator and also made by Aldus, was sold to Altsys, the maker of Fontographer.) By 1998 PageMaker had lost almost the entire professional market to the comparatively feature-rich QuarkXPress 3.3, released in 1992, and 4.0, released in 1996. Quark stated its intention to buy out Adobe[3] and to divest the combined company of PageMaker to avoid anti-trust issues.

Adobe rebuffed the offer and instead continued to work on a new page layout application. The project had been started by Aldus and was code-named "Shuksan". It was later code-named "K2" and was released as InDesign 1.0 in 1999.

Adobe developed InDesign CS3 (and Creative Suite 3) as universal binary software compatible with native Intel and PowerPC Macs in 2007, two years after the announced 2005 schedule, inconveniencing early adopters of Intel-based Macs. Adobe CEO Bruce Chizen had announced that "Adobe will be first with a complete line of universal applications".[5] The CS2 Mac version had code tightly integrated to the PPC architecture, and not natively compatible with the Intel processors in Apple's new machines, so porting the products to another platform was more difficult than had been anticipated.Graphics is craetive minds.
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WEB DEVELOPING METHOD

WEB DEVELOPING

FRONT-END-DEVELOPING
Front end web developers use HTML, CSS, and JavaScript to code the website and web app designs created by web designers. The code they write runs inside the user’s browser (as opposed to a back end developer, whose code runs on the web server). Think of it a little like this: the back end developer is like the engineer who designs and creates the systems that make a city work (electricity, water and sewer, zoning, etc.), while the front end developer is the one who lays out the streets and makes sure everything is connected properly so people can live their lives (a simplified analogy, but you get the rough idea). A front end web developer is also in charge of making sure that there are no errors or bugs on the front end, as well as making sure that the design appears as it’s supposed to across various platforms and browsers.
BACK-END-DEVELOPING

 Back-end developers are responsible for and focus on the inner workings of web applications to build out the "server-side" of web applications. Server-side is the code and language that runs behind the scenes on the web server or the back-end. The front-end is the client side, and front-end developers are charged with creating the experience on the client side.

Back-end developers work hand-in-hand with front-end developers by providing the outward facing web application elements server-side logic. In other words, backend developers create the logic to make the web app function properly, and they accomplish this through the use of server-side scripting languages like Ruby or PHP.

Aside from making web applications functional, backend developers are also responsible for optimizing the application for speed and efficiency.
HTML & CSS
HTML (Hyper Text Markup Language) and CSS (Cascading Style Sheets) are the most basic building blocks of web coding. Without these two things, you can’t create a website design, and all you’ll end up with is unformatted plain text on the screen. You can’t even add images to a page without HTML!

Before you get started on any web development career path, you’ll have to master coding with HTML and CSS. The good news is that getting a solid working knowledge of either of these can be done in just a few weeks.

The best part: HTML and CSS knowledge alone will let you build basic websites.
JavaScript
JavaScript lets you add a ton more functionality to your websites. You can even create a lot of basic web applications using nothing more than HTML, CSS, and JavaScript (JS for short). On the most basic level, JS lets you add a lot of interactive elements to your websites. Use it to create things like maps that update in real time, interactive films, and online games. Sites like Pinterest use JavaScript heavily to make their user interface so easy to use (the fact that the page doesn’t reload whenever you pin something is thanks to JavaScript!).

It’s also the most popular programming language in the world, so regardless of your dev career plans, it’s a super valuable thing to learn.
jQuery
jQuery is a JavaScript library: a collection of plugins and extensions that makes developing with JavaScript faster and easier. Rather than having to code everything from scratch, jQuery lets a front end web developer add ready-made elements to projects, then customize as necessary (one reason why knowing JavaScript is so important). You can use jQuery for things like countdown timers, search form autocomplete, and even automatically-rearranging and resizing grid layouts.
Responsive and Mobile Design
In the US alone, more people access the internet from their mobile device than from a desktop computer, so it’s no wonder that responsive and mobile design skills are super important to employers. Responsive design means that the site’s layout (and sometimes functionality and content) change based on the screen size and device someone is using.

For example, when a website is visited from a desktop computer with a big monitor, a user would get multiple columns, big graphics, and interaction created specifically for mouse and keyboard users. On a mobile device, the same website would appear as a single column optimized for touch interaction, but using the same base files.

Mobile design can include responsive design, but also includes creating separate mobile-specific designs. Sometimes the experience you want a user to have when visiting your site on a desktop computer is entirely different than what you want them to see when visiting from their smartphone, and in those cases it makes sense for the mobile site to be completely different. A bank website with online banking, for example, would benefit from a separate mobile site that lets users view things like the closest bank location and a simplified account view (since mobile screens are smaller).
SERVER-SIDE PROGRAMMING LANGUAGES AND FRAMEWORKS

Back-end developers use an array of programming languages and frameworks when building server-side software. They may choose a framework to suit their working style or a site’s specific requirements. They may also work with a language within a software stack. Popular back-end technology includes

Ruby: Great for building complicated logic on the database side of a site, Ruby bundles the back-end and database functionality that PHP and SQL can offer as a pair—it’s great for startups, easy maintenance, and high-traffic demands. It requires the Ruby on Rails framework, which has vast libraries of code to streamline back-end development. Ruby-powered sites: Hulu and Twitter 
Java: A subset of the C language, Java comes with a huge ecosystem of add-on software components. At its core, Java is a variation of C++ with an easier learning curve; what’s more, it’s platform-independent thanks to the Java Virtual Machine. “Compile once, run anywhere” is its motto—and it’s excellent for enterprise-level applications, high-traffic sites, and Android apps.
Frameworks include: Struts and Hibernate
C#: C# is an enhanced, second-generation version of the C language, one of the earliest back-end programming languages. C# is a general-purpose, object-oriented version specifically developed by Microsoft for the .NET Framework.
Python: With fewer lines of code, the Python language is fast, making it ideal for getting things to market quickly. The emphasis is on readability and simplicity, so it’s great for beginners. The oldest of the scripting languages, it is powerful and works well in object-oriented designs. Python-powered sites: YouTube, Google
Frameworks include: Django, Flask, and Pyramid
PHP: The most popular server-side language on the web, PHP is designed to pull and edit information in the database. It’s most commonly bundled with databases written in the SQL language. PHP is unique in that it was built for the web, not adapted for it, and remains the most widely used language on the web. PHP has a number of modern frameworks as well.
Perl: With 27 years of revisions and changes under its belt, Perl 5 is a high-level, general-purpose, interpreted language powerful for programming database integration with Oracle, Sybase, MySQL, and more. It runs on more than 100 platforms and is—like Python and Ruby—object-oriented and open-source.
Erlang: A general-purpose programming language, Erlang is also a concurrent language, which means several processes can run simultaneously on the language-level without external library support. It’s used in the LYME and LYCE stacks, numerous CMS and databases, GitHub, and Goldman Sachs’s platform, supporting its high-frequency trading requirements.
Node.js: This breakthrough development environment, part of the JavaScript-powered MEAN stack, allows the front-end JavaScript language to be used in server-side applications with the Express.js framework

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3D MODELING

3D MODELING 3-D modeling is the use of software to create a virtual three-dimensional model of some physical object. 3-D modeling...