Frank Vitale was hired by Burton Snowboards through their design firm Jager DiPaola Kemp to create 3D illustrations for new snowboard models. He created characters for the Chopper line, including a Japanese-style fighting mech, and for the Punch line, an insect-like creature. Vitale relied on 3ds Max for modeling, surfacing, posing, lighting and rendering the characters, as well as backgrounds. He created variations of the characters across the different snowboard models. Vitale found 3ds Max's tools valuable for exploring his creativity and tweaking colors and designs based on feedback.
3D modeling is the process of developing a mathematical representation of a three-dimensional object using specialized software. 3D modeling has its origins in stereoscopy and stereographic photography from the 1840s but saw increased usage with the development of 3D film and IMAX technologies in later decades. Today, 3D modeling is used across industries like engineering, product design, architecture, and medicine to create realistic digital representations of objects that can be rotated, analyzed, and interacted with virtually.
Our professional and innovative support staff are dedicated to providing the best service as soon as our clients are ready to begin. We understand that as quality is important in any production, it is life cycle and deadline commitments are also equally vital.
Pixel art is a form of digital art created with raster images and stored as PNGs or GIFs to maintain quality. There are two types of pixel art: 2D, which includes simple sprites, and isometric, which uses an angled grid to create 3D appearances. Concept art is crucial for visualizing characters, environments, weapons, and vehicles before technical development. Texture art applies 2D or 3D images to 3D models to make them seem more realistic. Background art provides atmosphere through menu screens, skyboxes, and in-game backdrops using color and style. Print media art includes box covers, posters, and booklets to promote games in physical form.
BIT's comprehensive course in 2D & 3D animation is designed not only to help you grasp the concepts behind animation but also build live application using animation.
2D graphics are digital images created from 2D models like geometric shapes, text, and images. Pixel art uses raster graphics software to edit images at the pixel level, as seen in early games like Pac-Man and Mario. Isometric 3D graphics produce a three-dimensional effect through a rotated viewpoint, revealing more of the environment than top-down or side views. Zaxxon was an early isometric shooter with scrolling levels and shadows. Concept art conveys visual representations of designs, ideas and moods before a product is finalized. Texture refers to the perceived visual and physical properties of a surface, including variations that can be seen and felt. Both physical and visual textures are used in art and design to convey
This document provides tips for creating photorealistic 3D renderings of interiors and exteriors. It recommends experimenting with lighting at different times of day, adding reflections to shiny surfaces, adjusting shadows for depth and realism, using high-resolution texture photos to make materials look natural, introducing small imperfections to emulate real-world conditions, and compositing additional real-world elements into renders. The goal is to trick viewers into thinking the computer-generated images are actual photographs.
The document describes Ann Marie Shillito digitally designing and 3D printing a ring box for her daughter using different software and 3D printing methods. She summarizes how she used Anarkik 3D Design software to fluidly model the box parts and export files for 3D printing. She printed side panels on her desktop printer and redesigned the box to be printed as one piece via a service using powder sintering. The technology used greatly impacted her design and workflow. She advocates for software that fits how designer makers work versus complex CAD programs.
3D modeling is the process of developing a mathematical representation of a three-dimensional object using specialized software. 3D modeling has its origins in stereoscopy and stereographic photography from the 1840s but saw increased usage with the development of 3D film and IMAX technologies in later decades. Today, 3D modeling is used across industries like engineering, product design, architecture, and medicine to create realistic digital representations of objects that can be rotated, analyzed, and interacted with virtually.
Our professional and innovative support staff are dedicated to providing the best service as soon as our clients are ready to begin. We understand that as quality is important in any production, it is life cycle and deadline commitments are also equally vital.
Pixel art is a form of digital art created with raster images and stored as PNGs or GIFs to maintain quality. There are two types of pixel art: 2D, which includes simple sprites, and isometric, which uses an angled grid to create 3D appearances. Concept art is crucial for visualizing characters, environments, weapons, and vehicles before technical development. Texture art applies 2D or 3D images to 3D models to make them seem more realistic. Background art provides atmosphere through menu screens, skyboxes, and in-game backdrops using color and style. Print media art includes box covers, posters, and booklets to promote games in physical form.
BIT's comprehensive course in 2D & 3D animation is designed not only to help you grasp the concepts behind animation but also build live application using animation.
2D graphics are digital images created from 2D models like geometric shapes, text, and images. Pixel art uses raster graphics software to edit images at the pixel level, as seen in early games like Pac-Man and Mario. Isometric 3D graphics produce a three-dimensional effect through a rotated viewpoint, revealing more of the environment than top-down or side views. Zaxxon was an early isometric shooter with scrolling levels and shadows. Concept art conveys visual representations of designs, ideas and moods before a product is finalized. Texture refers to the perceived visual and physical properties of a surface, including variations that can be seen and felt. Both physical and visual textures are used in art and design to convey
This document provides tips for creating photorealistic 3D renderings of interiors and exteriors. It recommends experimenting with lighting at different times of day, adding reflections to shiny surfaces, adjusting shadows for depth and realism, using high-resolution texture photos to make materials look natural, introducing small imperfections to emulate real-world conditions, and compositing additional real-world elements into renders. The goal is to trick viewers into thinking the computer-generated images are actual photographs.
The document describes Ann Marie Shillito digitally designing and 3D printing a ring box for her daughter using different software and 3D printing methods. She summarizes how she used Anarkik 3D Design software to fluidly model the box parts and export files for 3D printing. She printed side panels on her desktop printer and redesigned the box to be printed as one piece via a service using powder sintering. The technology used greatly impacted her design and workflow. She advocates for software that fits how designer makers work versus complex CAD programs.
Pixel art involves creating raster images that can be edited pixel by pixel, often found in 2D video games and on mobile devices. Concept art does not need to be realistic, and the approach is chosen by the artist to best convey the intended style. Textures are used to make game characters and objects appear more realistic. Background graphics, also called themes, are images displayed on monitors. Print media art involves transferring ink from a matrix or screen to paper to create prints.
Pixel art is a form of digital art created using raster graphics software. It involves the precise manual arrangement of pixels, as tools that automatically calculate new pixel values are not considered valid for pixel art. Drawings typically start with a line art outline before pixels are placed.
Concept art is a visual representation of a design, idea, or mood created before a product is finalized, such as for films, games, or comics. A concept artist generates visual designs for items or characters that do not yet exist using software or traditional techniques.
Texture in art refers to the perceived surface quality or properties of a work, such as smooth, furry, or grainy. Both actual and visual textures can affect the feel of
This document provides guidance on the process of creating 3D game art from initial concepts through sketching, silhouetting, and final artwork. It emphasizes that sketching is important to develop multiple ideas and explore designs before moving to artwork. Silhouetting helps evaluate if a design is visually appealing. Finally, artwork is created to share ideas with others and get approval before 3D modeling.
Animation can explain concepts through visual communication. It is a versatile medium for conveying information to large audiences quickly. Walt Disney recognized animation's ability to bring imaginative concepts to life.
Animation can explain concepts conceived by the human mind and is a highly effective communication method, as noted by Walt Disney. It is versatile and can quickly convey information to mass audiences. Bobby Odle is an animator skilled in modeling, rigging, texturing, and other techniques. He is fascinated by bringing new imaginary worlds to life and is dedicated to improving his skills through experience with software like Maya, ZBrush, and game engines.
Animation can explain concepts conceived by the human mind and is a highly effective communication method, as noted by Walt Disney. It is versatile and can quickly convey information to mass audiences. Bobby Odle is an animator with extensive experience using software like Maya, ZBrush, Motion Builder and game engines such as UDK and Unity. He has advanced skills in modeling, animation, and texturing and a passion for bringing imagined worlds to life.
3Ds Max is a 3D modeling and rendering software used to create 3D animations, models, games and images. It allows users to create 3D scenes and characters, animate them, and render them with lighting, materials and textures. The main work phases in 3Ds Max are modeling, applying materials and textures, lighting, rendering, and post-production adjustments. 3Ds Max has significantly impacted industries like architecture, animation, movies and games by allowing for more creative and realistic 3D design and visualization.
A student built a tower using 6 solids and then had their partner recreate the same tower using 3D solids so they could draw a picture of the matching towers below.
The document discusses the history and evolution of 3D animation from early claymation techniques to modern computer-generated 3D animation. It notes that claymation was an early 3D animation technique that was time-consuming. In the 1960s, William Fetter created the first 3D representation of the human form used in short films. In 1986, George Lucas sold Lucasfilm's computer graphics division to Steve Jobs, who renamed it Pixar Animation Studios and helped pioneer 3D computer animation. The document then contrasts 2D and 3D animation techniques and provides examples of industries that use 3D animation.
2D Animation is the conventional activity strategy that has existed since the late 1800s. It is one illustration pursued by another in a marginally extraordinary posture, trailed by another in a somewhat unique posture, endlessly for 24 outlines per second.
The document discusses various drawing techniques such as cross-hatching, hatching, smudging, and shading. It explains that cross-hatching and hatching use interlocking pencil lines to create darker and lighter areas. Smudging is created by lightly rubbing a soft pencil with the finger. Shading is used to add depth by determining where the light source is coming from and shading the opposite side. While technology allows for computer-generated drawings and photographs, there is still value in traditional pencil drawings on paper, as techniques like soft pencil lines cannot be replicated digitally.
The document discusses the process of idea generation and design thinking. It explains that ideas can come from individual sketching sessions, sharing ideas with others, building on each other's ideas, and organizing ideas into clusters. The document provides an example design challenge of improving school spirit with wearable computing and allocates time for individuals to sketch ideas, share with others, build on each other's ideas, and organize the ideas.
William Young spent 5 days creating a gaming magazine as a school project. On day 1, he designed the magazine cover featuring the game God of War with effects and advertising various articles. On day 2, he wrote a 2000+ word article predicting winners at The Game Awards and spread it across 4 pages. On day 3, he continued the article predicting more categories. On day 4, he created a contents page with a Smash Bros background, controller images, and listings of articles. On day 5, he added effects to his article and rearranged images.
This chapter discusses interior lighting in 3ds Max 2015, covering recognizing different types of lights, lighting a still life scene with spotlights and omni lights, selecting shadow types, creating atmospheres and volumetric lighting effects, and using the Light Lister tool. Key topics include spotlight and omni lights, choosing shadow maps or raytraced shadows, adding volume lights and adjusting their parameters, and editing multiple lights at once through the Light Lister palette.
The document discusses different types of image resolution and sprites used in video games. It defines image resolution as the number of pixels in an image measured by its height and width. Picture elements or pixels make up an image, and more pixels create a clearer image. 2D sprites are 2D bitmaps directly drawn without lighting or effects, used in older games like Street Fighter to give the illusion of movement. 3D sprites also give a 3D look using techniques like rotoscoping, claymation, and CGI to mimic 2D sprites. Concept art provides visual representations of designs and ideas to promote games and give developers ideas for characters, enemies, buildings and objects.
Pixel art involves creating raster images that can be edited pixel by pixel, often found in 2D video games and on mobile devices. Concept art does not need to be realistic, and the approach is chosen by the artist to best convey the intended style. Textures are used to make game characters and objects appear more realistic. Background graphics, also called themes, are images displayed on monitors. Print media art involves transferring ink from a matrix or screen to paper to create prints.
Pixel art is a form of digital art created using raster graphics software. It involves the precise manual arrangement of pixels, as tools that automatically calculate new pixel values are not considered valid for pixel art. Drawings typically start with a line art outline before pixels are placed.
Concept art is a visual representation of a design, idea, or mood created before a product is finalized, such as for films, games, or comics. A concept artist generates visual designs for items or characters that do not yet exist using software or traditional techniques.
Texture in art refers to the perceived surface quality or properties of a work, such as smooth, furry, or grainy. Both actual and visual textures can affect the feel of
This document provides guidance on the process of creating 3D game art from initial concepts through sketching, silhouetting, and final artwork. It emphasizes that sketching is important to develop multiple ideas and explore designs before moving to artwork. Silhouetting helps evaluate if a design is visually appealing. Finally, artwork is created to share ideas with others and get approval before 3D modeling.
Animation can explain concepts through visual communication. It is a versatile medium for conveying information to large audiences quickly. Walt Disney recognized animation's ability to bring imaginative concepts to life.
Animation can explain concepts conceived by the human mind and is a highly effective communication method, as noted by Walt Disney. It is versatile and can quickly convey information to mass audiences. Bobby Odle is an animator skilled in modeling, rigging, texturing, and other techniques. He is fascinated by bringing new imaginary worlds to life and is dedicated to improving his skills through experience with software like Maya, ZBrush, and game engines.
Animation can explain concepts conceived by the human mind and is a highly effective communication method, as noted by Walt Disney. It is versatile and can quickly convey information to mass audiences. Bobby Odle is an animator with extensive experience using software like Maya, ZBrush, Motion Builder and game engines such as UDK and Unity. He has advanced skills in modeling, animation, and texturing and a passion for bringing imagined worlds to life.
3Ds Max is a 3D modeling and rendering software used to create 3D animations, models, games and images. It allows users to create 3D scenes and characters, animate them, and render them with lighting, materials and textures. The main work phases in 3Ds Max are modeling, applying materials and textures, lighting, rendering, and post-production adjustments. 3Ds Max has significantly impacted industries like architecture, animation, movies and games by allowing for more creative and realistic 3D design and visualization.
A student built a tower using 6 solids and then had their partner recreate the same tower using 3D solids so they could draw a picture of the matching towers below.
The document discusses the history and evolution of 3D animation from early claymation techniques to modern computer-generated 3D animation. It notes that claymation was an early 3D animation technique that was time-consuming. In the 1960s, William Fetter created the first 3D representation of the human form used in short films. In 1986, George Lucas sold Lucasfilm's computer graphics division to Steve Jobs, who renamed it Pixar Animation Studios and helped pioneer 3D computer animation. The document then contrasts 2D and 3D animation techniques and provides examples of industries that use 3D animation.
2D Animation is the conventional activity strategy that has existed since the late 1800s. It is one illustration pursued by another in a marginally extraordinary posture, trailed by another in a somewhat unique posture, endlessly for 24 outlines per second.
The document discusses various drawing techniques such as cross-hatching, hatching, smudging, and shading. It explains that cross-hatching and hatching use interlocking pencil lines to create darker and lighter areas. Smudging is created by lightly rubbing a soft pencil with the finger. Shading is used to add depth by determining where the light source is coming from and shading the opposite side. While technology allows for computer-generated drawings and photographs, there is still value in traditional pencil drawings on paper, as techniques like soft pencil lines cannot be replicated digitally.
The document discusses the process of idea generation and design thinking. It explains that ideas can come from individual sketching sessions, sharing ideas with others, building on each other's ideas, and organizing ideas into clusters. The document provides an example design challenge of improving school spirit with wearable computing and allocates time for individuals to sketch ideas, share with others, build on each other's ideas, and organize the ideas.
William Young spent 5 days creating a gaming magazine as a school project. On day 1, he designed the magazine cover featuring the game God of War with effects and advertising various articles. On day 2, he wrote a 2000+ word article predicting winners at The Game Awards and spread it across 4 pages. On day 3, he continued the article predicting more categories. On day 4, he created a contents page with a Smash Bros background, controller images, and listings of articles. On day 5, he added effects to his article and rearranged images.
This chapter discusses interior lighting in 3ds Max 2015, covering recognizing different types of lights, lighting a still life scene with spotlights and omni lights, selecting shadow types, creating atmospheres and volumetric lighting effects, and using the Light Lister tool. Key topics include spotlight and omni lights, choosing shadow maps or raytraced shadows, adding volume lights and adjusting their parameters, and editing multiple lights at once through the Light Lister palette.
The document discusses different types of image resolution and sprites used in video games. It defines image resolution as the number of pixels in an image measured by its height and width. Picture elements or pixels make up an image, and more pixels create a clearer image. 2D sprites are 2D bitmaps directly drawn without lighting or effects, used in older games like Street Fighter to give the illusion of movement. 3D sprites also give a 3D look using techniques like rotoscoping, claymation, and CGI to mimic 2D sprites. Concept art provides visual representations of designs and ideas to promote games and give developers ideas for characters, enemies, buildings and objects.
1. customer profile
Work on this project began when the folks at Jager
DiPaola Kemp, the Vermont-based design firm in charge
of the Burton account, contacted Vitale to create the
illustrations. Burton was introducing new models in its
youth-oriented Chopper and Punch snowboard lines.
Each year Burton introduces a different theme for these
boards. “They wanted the new theme for the Chopper
line to be a Japanese illustration-style fighting mech,
and for the Punch line they wanted a mechanical, insect-
like character,” Vitale explains.
After determining the direction JDK wanted to take for
the Chopper line, Vitale hired concept artist Phil
Saunders, who worked with Vitale and JDK’s Michael
Jager to develop rough sketches of the mech character.
When the final design was approved, Saunders created
a refined drawing for Vitale to use as a modeling refer-
ence. Using this reference, Vitale built the fighting mech
against a bright nebula background in 3ds max. He
surfaced, posed, lit, and rendered the character in the
3ds max application as well.
The same process was followed for the illustrations for
the Punch line. “For this line, the idea was to do a crea-
ture that was organic and insect-like, but mechanical and
unlike anything else,” Vitale says. So, Jager and JDK
designer Nathan Nedorostek began by collecting photos
of the creatures they wanted to mimic—a polar bear,
baboon, preying mantis, dragonfly, and several others.
Ultimately, Vitale, Jager, and Nedorostek decided the
creature would have wings, six legs, a humanoid head,
four eyes, and a jaw that could extend and dislocate.
Saunders created conceptual sketches, which Vitale used
as reference as he built the character in 3ds max. Vitale
also used the software for surfacing, posing, lighting,
and rendering, and to create a rough background com-
prising a surreal, open space with reflections of light and
motion that Nedorostek later refined.
In total, Vitale created five versions of the mech, one
version appearing on each of the five boards in the
Chopper line, but in a different pose and in a different
color based on design direction provided by JDK’s
Richard Curren and Ryan Widrig. For the Punch line he
created various groupings of the insect character—all of
them tweaked in terms of pose and color so that they
don’t look alike—based on design direction by
Nedorostek. Vitale submitted the 3D illustrations to JDK,
which managed the printing process and subsequent
application of the illustrations onto the snowboards.
Snowboarders crave excitement. You can tell by the
acrobatic jumps they make and the perilously steep runs
they tear down, all while their feet are attached to one
piece of plastic measuring, on average, a mere 37 inches
long by 9 inches wide. Considering snowboarders’ thrill-
seeking nature, it’s not surprising that the design on a
snowboard—specifically, the theme, layout, and color—
is a major selling point for many riders. In this sport,
dull won’t do.
With this in mind, independent digital
artist Frank Vitale turned to Discreet
3ds max®
software when he landed a
job to create the 3D illustrations that
would be emblazoned on new models
in two popular lines of snowboards made by leading
manufacturer Burton Snowboards. “I like 3ds max
because it lets me explore my creativity,” says Vitale,
who is based in Phoenix. “With 3ds max, I created
exciting illustrations for these boards—illustrations that
definitely catch the eye. And that’s important when it
comes to snowboards. The design on the board—the
bright colors, and the mood and ‘attitude’ the board
evokes—is a big selling factor.”
3ds max behind radical
Burton Board designs
Frank Vitale
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