วันพุธที่ 6 เมษายน พ.ศ. 2554

Modeling & Texturing

Regardless of what kind of animation you are planning, the first thing you must do is generate the objects you plan to use in your animation. In retention with the live activity metaphor, objects can be concept of whatever that is in front of the camera, this includes actors, props, and scenery. Modeling is the process through which you can build all of the objects that does appear in your scene.

The easiest way top get started modeling is by using primitives which are straightforward 3D shapes that come with most software packages. These cubes, spheres, cylinders, cones, pyramids and planes can be combined to generate more involved objects. This process is very much like construction with blocks of legos. You don't really build the pieces you use you just put them together. Once you have built an object by combining some primitives it is likely you would want to link these together, so that whenever you move one piece the rest will move together. A second way to generate a model is by beginning in 2 dimensions. Roughly every 3D container gives you the quality to draw a curve or a shape, manipulated and use it as a basis for creating a model. The types of curves you can generate vary from schedule to schedule and each time has its own set up characteristics. In expanding most software's will allow you to import 2D curves from some other programs such as adobe illustrator. After creating a curve there are a number of ways to bring it into the third dimension. The simplest being revolving an extruding.

Legolive

Once you have done modeling you are ready to generate the next step in the 3D process. If objects are your actors then textures are their costumes. While modeling defines the shape of your objects textures define what their surfaces look like there are 2 basic types of textures, materials and image maps. You will find that most projects both types of textures. Most programs come with a set up of materials that you can simply opt from a menu and apply to your objects there is a wide range of metal, stone, wood, skin, glass and liquid to pick from. As in the real world, materials differ from one an additional one in a way that they reflect light. The dissimilar ways in which objects appear to the eye, say glass vs. Metal, is the effect of the combination of some dissimilar properties; these contain colour, diffused shading, milieu shading, reflectivity and transparency. All of the pre made materials that come with software packages have these properties already defined. Glass is defined as transparent, partially reflective and a small diffused. Stainless steel is unblemished opaque, very reflective and barely diffused. These properties can be combined in an infinite no. Of ways to produce any desired result.

Image maps are 2D images that are "placed" on the face of the object. Image, maps can also be tile4d to cover an whole object. Some software packages also allow you to apply thoughprovoking images as textures allowing you to map.

Modeling & Texturing

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