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    Day 1 presentation   terminology Day 1 presentation terminology Presentation Transcript

    • L4 Intro to Digital
      Basic principles and Understanding
    • Resolution and Framerate
      Standard TV Broadcast resolution
      PAL – 768px x 576px (25fps)
      PAL D1 – 720px x 576px (25fps)
      NTSC – 640px x 480px (29.97fps)
      High Definition Resolution
      720p – Progressive Scan 1280 x 720
      1080i – Interlaced
      1080p – Progressive Scan 1920 x 1080
    • Industry Software Overview
      3D Softwares
      Autodesk Maya, Studio Max, Softimage
      Cinema 4D, Blender, Lightwave, Modo
      Mudbox, Z-Brush
      2D Softwares
      Adobe Photoshop, Illustrator
      Compositing
      Adobe AfterEffects, Combustion, Nuke, Flame, Digital Fusion
      Tracking
      PF Hoe, Boujou2d3d, MatchMover
    • Information
      8 Bit
      16 Bit
      32 Bit
      64 Bit
      Higher bits allows more information
    • Compression
      Images/Bitmaps
      Jpeg (Joint Photographic Experts Group)
      Tga (Targa – Truevision Advanced Raster Graphics Adapter) 16 bit & 32 bit (incl. Alpha Channel)
      Tiff (Tagged Image File Format)
      PSD (Photoshop – includes effects & layering)
      Gif (Graphics Interchange Format - Sequential animated images with embedded transparency – web)
      Vector
      EPS (Encapsulated Post-Script)
      AI (Illustrator)
      Video Compression
      Quicktime – Photo Jpeg
    • Observation skills
      2 dimensional observation
      3 dimensional observation (Perspective)
      Developing observation through drawing & sculpting
      Ideas first and decide on the tools to use
      Use of camera and lighting
      Colour study
    • Polygon terminology
      Components in a polygon
      Points/ Vertices
      Edges
      Faces
      Normals
      Triangles and Quads
      - Easier for texture maps
      - Subdivision smoothens the polygons
      - Used in Game Engines
    • Polygon terminology
      Normals
      It tells the renderer how to shade the surface
      How bright a surface depends on the angle which light hits the surface
    • Polygon terminology
      Quad
      Triangles
    • NURBS terminology
      Non Uniform Rational B-Splines
      Surfaces
      Splines & Bezier Curves
      Control Points
      UV
      - Smoother Surfaces
      - Quicker approach to certain modelling methods. i.e. bi-rail or organic objects
      - Real time game engine does not recognise Surface modelling
    • NURBS terminology
    • NURBS vs Polygons
    • References/self directed studies
      Taking photos, videos, technical drawing
      Use google images, flickr, photobucket
      Online Learning
      www.vtc.com (animators/pegbar)
      www.cgarena.com
      www.3dtotal.com
      www.cgchannel.com
      www.cgsociety.org
      www.evermotion.org
      www.highend3d.com
    • Learning Outcomes
      1. Demonstrate and apply knowledge of construction methods via a range of basic modelling exercises
      2. Modify and apply the principles of animation within a CGI Environment.
      3. Generate original content that is informed by the aesthetic qualities and opportunities afforded by CG animation application(s)
    • Tasks and Assignments
      Research and development (RVJ)
      - Produce 4 observational drawings of at least 5 different objects with the following views (Top, Front, Side & Perspective)
      - References (Images, artists, inspirations)
      Assignment - a CG Challenge . Produce a 30 - 60 seconds CG animation based on the idea of a 'Domino chain reaction'. Your challenge is to convincingly design a set/contraption/concept and animate a series of chain reactions from beginning to end. Base your design and ideas on a theme. How will it relate to the overall design of the chain? (i.e. a circus, kitchen utensils, mechanic's garage, a pinball machine and etc.) Your mood board (montage) should also be supported with the use of photoshop/illustrator.
    • Tasks and Assignments
      Create a photomontage of your 3D animation in Photoshop. Using the selection tools gather found images to illustrate the chain reaction of your 3D animation. The montage should be saved for print and for web. Please note there are four settings to check for each document.
      Create a vector drawing using the pen tool in Illustrator. This should be a line drawing only. The illustration should show perspective, scale and the sequence of events in your 3D animation. Save as a .ai file.
      Create a library of textures. These textures should be created using the offset option in Photoshop. Save as jpgs and upload to your blog. Add print screens if you have used these textures in Maya.
      Create a visual of your final 3D Animation. In Photoshop edit your prints screens taken in Maya to create a visual of how the chain reaction occurs in your 3D animation. It should clearly demonstrate the sequence of events. Save as a jpg and upload to your blog.