tag:blogger.com,1999:blog-65842108879205496772024-03-05T12:32:48.016-08:002d and 3d animation free lessonsmdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.comBlogger25125tag:blogger.com,1999:blog-6584210887920549677.post-88420226661835300572012-08-19T08:24:00.000-07:002012-08-19T08:24:38.925-07:00<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQYb6lUEKxXknxPNy8pLg3tzPRPF3PclKHa97og3jNSHCJd2XGNft89jb90g6kEFcBV7WxRMuTm9UoguOEvFCAizVncwJ85McN831iFEYZcDcY42P6jNiv5JWZL4qreaRPrKYAs_oK2DI/s1600/images.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="188" width="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQYb6lUEKxXknxPNy8pLg3tzPRPF3PclKHa97og3jNSHCJd2XGNft89jb90g6kEFcBV7WxRMuTm9UoguOEvFCAizVncwJ85McN831iFEYZcDcY42P6jNiv5JWZL4qreaRPrKYAs_oK2DI/s320/images.jpg" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgU3tqBImH87TEtTEnu4z5p_ZDuv2UwYyfH1lzyW_uejE_c19ozZSPwofyZVCH9D_UXttwXAdc_soV8X4TKIXw7ZnEHhAu6NMPvhl_p_JjqInbRvVCO5XqdnFlT0KrvFW90-KmuJKwCFxI/s1600/images+%25281%2529.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="201" width="251" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgU3tqBImH87TEtTEnu4z5p_ZDuv2UwYyfH1lzyW_uejE_c19ozZSPwofyZVCH9D_UXttwXAdc_soV8X4TKIXw7ZnEHhAu6NMPvhl_p_JjqInbRvVCO5XqdnFlT0KrvFW90-KmuJKwCFxI/s320/images+%25281%2529.jpg" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPNzCrh4gZO3saoKEYBkOqkI4715lI20nynzBa9yQhE6e8H6OjvSbaOvuJaAqL1UZyAF4lFyMPmfFiinpNaNjlmXDX3peHC0au5NoBJBy009-ExFIkhJNaV_OCniNTcD8PCYZdq2JkUeU/s1600/images+%25282%2529.jpg" imageanchor="1" style="margin-left:1em; margin-right:1em"><img border="0" height="194" width="260" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPNzCrh4gZO3saoKEYBkOqkI4715lI20nynzBa9yQhE6e8H6OjvSbaOvuJaAqL1UZyAF4lFyMPmfFiinpNaNjlmXDX3peHC0au5NoBJBy009-ExFIkhJNaV_OCniNTcD8PCYZdq2JkUeU/s320/images+%25282%2529.jpg" /></a></div>
<div dir="ltr" style="text-align: left;" trbidi="on">
<br /></div>
mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-74786793397773555242009-12-06T00:56:00.000-08:002009-12-06T00:59:42.576-08:00౩ద్ head<p><span style="font-family:Arial, Helvetica, sans-serif;font-size:85%;">1. Start by creating an (empty) Bump Value layer.</span></p> <p><span style="font-family:Arial, Helvetica, sans-serif;font-size:85%;"><a title="normalmaphow01.jpg" href="http://www.free3dtutorials.com/userimages/AshAiad/NormalMapsinMudbox/normalmaphow01.jpg"><img alt="normalmaphow01.jpg" src="http://www.free3dtutorials.com/userimages/AshAiad/NormalMapsinMudbox/normalmaphow01.jpg" width="600" height="356" /></a></span></p> <p><span style="font-family:Arial, Helvetica, sans-serif;font-size:85%;">2. Right mouse click on the Bump Value layer name and choose “Import Layer”.</span></p> <p><span style="font-family:Arial, Helvetica, sans-serif;font-size:85%;"><a title="normalmaphow02.jpg" href="http://www.free3dtutorials.com/userimages/AshAiad/NormalMapsinMudbox/normalmaphow02.jpg"><img alt="normalmaphow01.jpg" src="http://www.free3dtutorials.com/userimages/AshAiad/NormalMapsinMudbox/normalmaphow02.jpg" width="600" height="356" /></a></span></p> <span style="font-family:Arial, Helvetica, sans-serif;font-size:85%;"> <p>3. Load the normal map file.</p> <p><em>Note: In my example, I’m using a mesh that has multi UV tiles. In this case you need to choose only ONE file and Mudbox will recognize the rest. </em><br />At the first glance the display of the normal doesn’t look accurate. As a matter of fact, the normal map is displayed as a bump map.</p> </span><span style="font-size:85%;"> <p><span style="font-family:Arial, Helvetica, sans-serif;"><a title="normalmaphow03.jpg" href="http://www.free3dtutorials.com/userimages/AshAiad/NormalMapsinMudbox/normalmaphow03.jpg"><img alt="normalmaphow03.jpg" src="http://www.free3dtutorials.com/userimages/AshAiad/NormalMapsinMudbox/normalmaphow03.jpg" width="600" height="356" /></a></span></p> <span style="font-family:Arial, Helvetica, sans-serif;">4. To correct this behavior, right mouse click on the model and choose “Edit Material” and then toggle on “Display Bump as Normal Map”. Now the display of the normal mapis as expected. <p><a title="normalmaphow04.jpg" href="http://www.free3dtutorials.com/userimages/AshAiad/NormalMapsinMudbox/normalmaphow04.jpg"><img alt="normalmaphow04.jpg" src="http://www.free3dtutorials.com/userimages/AshAiad/NormalMapsinMudbox/normalmaphow04.jpg" width="600" height="356" /></a></p> </span></span>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-7759311732290060402009-05-22T22:56:00.000-07:002009-05-22T22:58:19.965-07:00Creating Jack-O-LanternOpen 3ds Max. Create <strong>Ellipse</strong> in Top viewport. Use Length=200 and Width=250. <p align="center"><img src="http://img4.imageshack.us/img4/746/jackolantern01.gif" width="510" height="309" /></p> <p align="center"> </p> <p align="left">2. Right click and convert ellipse into <strong>Editable Spline</strong> (Convert to>Convert to Editable Spline). Go to Modify tab. Activate Segment selection. Select one of four line segments in viewport. In Geometry rollout, enter 4 right next to Divide, and then click Divide button. 4 vertices will be added along line segment. Repeat this process with the rest of line segments. </p> <p align="center"><img src="http://img27.imageshack.us/img27/6935/jackolantern02.gif" width="510" height="344" /></p> <p> </p> <p>3. Change selection to Vertex. In Top viewport, select leftmost vertex. Move outward, click and drag at Bezier handle (small green box) to make more rounded curve. Repeat the process with all vertices inside red circle. </p> <p align="center"><img src="http://img25.imageshack.us/img25/6696/jackolantern03.gif" width="510" height="289" /></p> <p align="center"> </p> <p>4. Select all vertices inside red circle (look at image below). To select more than one vertex, hold Ctrl while selecting. Right click and choose <strong>Corner</strong> in quad menu. When finished, turn off selection. </p> <p align="center"><img src="http://img22.imageshack.us/img22/4673/jackolantern04.gif" width="510" height="344" /></p> <p align="center"> </p> <p>5. Next, create one segment of vertical line in Front viewport. In Command Panel choose Create>Shapes. Choose Spline from drop down list. Click Line button. Click twice under and above the horizontal line. To make sure you have straight line, <strong>hold Shift</strong> while clicking. To finish creating line, right click.</p> <p align="center"><img src="http://img21.imageshack.us/img21/940/jackolantern05.gif" width="510" height="270" /></p> <p align="center"> </p> <p>6. Select ellipse spline. In Command Panel, choose Create>Geometry. Choose <strong>Compound Objects</strong> from drop down list.Click <strong>Loft</strong> button. In Creation Method rollout, click <strong>Get Path</strong>. Then, click vertical line in viewport. Lofting works like extruding a shape along a path. </p> <p><strong>Go to Modify tab</strong> In Skin Parameters, use Shape Steps=2 to reduce polygons. Next, in Deformations rollout click <strong>Scale</strong> button. Scale Deformation window will open. Note: Deformation rollout only can be found when you go to Modify tab. </p> <p align="center"><img src="http://img18.imageshack.us/img18/2228/jackolantern06.gif" width="510" height="344" /></p> <p align="center"> </p> <p>7. In Scale Deformation window, you'll see a horizontal line. This line represents lofting surface. By changing line shape you can get different lofting surface. First, activate <strong>Display XY Axes</strong> to make symmetrical lofting surface. Then click <strong>Insert Cornert Point</strong>, and click in the middle of line twice. You'll get 2 additional point.</p> <p>Select and move leftmost and rightmost points down. Notice the object shape is also changed. Move the middle points like image below. Right click each middle point and choose <strong>Bezier-Smooth</strong>. Next, you can adjust Bezier handle to create curved line. When finished, close window. Right now, you have nice looking pumpkin. </p> <p align="center"><img src="http://img16.imageshack.us/img16/6647/jackolantern07.gif" width="459" height="272" /></p> <p align="center"> </p> <p>8. You may scale pumpkin object along X, Y or Z axis if necessary to get proportional pumpkin shape. </p> <p align="center"><img src="http://img4.imageshack.us/img4/9656/jackolantern08.gif" width="510" height="189" /></p> Continue your previous lesson. Make sure pumpkin object is selected. Choose <strong>Shell</strong> modifier from Modifier List. Use Inner Amount=15 and Outer Amount=0. Shell modifier is used to give 15 unit thickness to the pumpkin <p align="center"><img src="http://img6.imageshack.us/img6/2438/jackolantern09.gif" width="510" height="239" /></p> <p align="center"> </p> <p align="left">2. Next, create eyes and mouth shape using Line. Then, select one spline, go to Modify tab, in Geometry rollout click <strong>Attach</strong> button. Click other spline in viewport. When finished, you have only one spline containing eyes and mouth.. </p> <p align="center"><img src="http://img4.imageshack.us/img4/4905/jackolantern10.gif" width="510" height="344" /></p> <p> </p> <p>3. Make sure spline is still selected. Apply Bevel modifier. Use Start Outline=-4, Height=140 and Outline=10. You may use any values based on eyes and mouth shape you created earlier. Just make sure you get object shape like image below </p> <p align="center"><img src="http://img27.imageshack.us/img27/8910/jackolantern11.gif" width="510" height="262" /></p> <p align="center"> </p> <p>4. Select pumpkin object. Go to Create>Geometry. Choose Compound Objects amd click <strong>Boolean</strong>. In Pick Boolean rollout, click <strong>Pick Operand B</strong>. Click eyes and mouth object in viewport. Voila, you get substracted eyes and mouth in pumpkin. </p> <p align="center"><img src="http://img25.imageshack.us/img25/9417/jackolantern12.gif" width="510" height="344" /></p> <p align="center"> </p> <p>5. I use cylinder to create a stalk. Create cylinder <strong>in Top viewport</strong> using values like image below. Move cylinder on top of pumpkin </p> <p align="center"><img src="http://img22.imageshack.us/img22/888/jackolantern13.gif" width="510" height="344" /></p> <p align="center"> </p> <p>6. Apply <strong>Taper</strong> modifer to cylinder to make smaller outline at bottom of cylinder Use Amount=0.5. Then apply <strong>Bend</strong> modifier and use bending amount=50. </p> <p align="center"><img src="http://img21.imageshack.us/img21/4002/jackolantern14.gif" width="510" height="344" /></p> <p align="center"> </p> <p>7. Apply material and put omni light inside the pumpkin. Use yellow color for omni light. Add additional surrounding lights and render. Image below show sample of finished Jack-O-Lantern </p> <p align="center"><img src="http://img6.imageshack.us/img6/1846/jackolantern15.jpg" width="510" height="383" /></p>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-42449952182878129302009-05-02T23:27:00.000-07:002009-05-02T23:31:06.857-07:00Kung Fu Panda Modeling<p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_01.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p> </p> <p>2. Start by creating a sphere in Top viewport. Use Radius=78 and Segments=12. Position this sphere at Po head (look at image below). Apply material to this sphere. Use Opacity=50% so you can see blueprint behind. You can use any color you want. Later, you can change Opacity value at ay time to help you in modeling. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_02.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>3. In Left or Front viewport, move sphere down while holding Shift. You will get sphere clone. Use Copy for cloning method. In Command Panel, go to Modify tab, increate cloned sphere radius to 117. Place this cloned sphere in Po's belly. Select one sphere—any sphere you want—then right click and choose Convert to>Convert to Editable Poly. Next, go to Modify tab, in Edit Geometry rollout, click Attach button and click another sphere. Two sphere will be combined into one object. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_03.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>4. Activate Polygon selection. Select several polygons like image below, and delete them. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_04.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>5. Change to Vertex selection. In Front and Left viewport, move vertices position. Tips: In Front viewport, you can select a loop of vertices and scale them along horizontal axis using Select and Non-Uniform Scale tool. Use image below for reference. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_05.gif" alt="Image" title="Image" border="0" height="404" hspace="6" width="510" /></p> <p align="center"> </p> <p>6. Now, choose Border selection. Select two borders like image below. To select more than one border, hold Ctrl while selecting. In Edit Borders rollout, click Bridge to fill gap with new polygons. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_06.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>7. This conclude first part of Po modeling process. Next, you will modify head area. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_07.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> Continue previous tutorial. Activate Edge selection. In Left viewport, select all vertical edges in head area (look at image below). Then, in Edit Edges rollout, click Connect. Those edges will be divided. <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_08.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p> </p> <p>2. Change selection to Vertex. Now, move vertices using image below for reference.. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_09.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>3. Let's move on. We are going to create a nose. Select two polygons in nose area. Hold Ctrl while selecting to select more than one polygons. In Edit Polygons rollout, click Bevel. Click and drag in viewport, to add slight Bevel to these polygons. Then, scale polygons using Select And Non-Uniform Scale along horizontal axis, to narrow the polygons. Then add another bevel.. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_10.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>4. Next, select several vertices in nose area (look at image below, make sure vertices in the back are not selected), and move them up and down to create better nose shape.</p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_11.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>5. Activate Polygon selection. In Front viewport, select half of object (right side). Then, delete those polygons. De-activate all sub-object selection. Next, apply Symmetry modifier. Make sure Mirror Axis=X and Flip is active. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_12.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>6. Let's continue by creating eyes. In Modifier Stack, click plus (+) sign left of Editable Poly row, then highlight Vertex selection. In Front viewport, select one vertex in eye area. Then in Edit Vertices rollout, click Chamfer button. Click and drag in viewport to chamfer vertex.. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_13.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>7. Change to Edge selection. Select four edges from chamfering result. Then, in Edit Edges rollout, click Settings button right next to Extrude. A small dialog box will open. Enter Extrusion Height = -5 and Extrusion Base Width = 2. Click OK. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_14.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>8. Next, we are going to create an ear. Change to Polygon selection. In Left viewport, select one polygon like image below. Add bevel to this polygon. Then, using Select and Non-Uniform Scale decrease polygon width. Next step, extrude this polygon twice. Modify vertices position to make ear shape. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_15.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>9. Po's head is now finished. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_16.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> . Begin by selecting several polygons in Front viewport (look at image below). Delete them. </p><p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_17.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p> </p> <p>2. In Perspective viewport, rotate view until you can see bottom part of Po's model. Make sure you are still in Polygon selection. Activate 3D Snap Toggle. Then, in Edit Geometry rollout, click Create button. Click four times in order (1-4) in viewport to create new polygon. 3D Snap Toggle is activated to make you select vertex position precisely.</p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_18.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>3. Change to Edge selection. Select two edges in newly created polygon (look at image below). Then use Connect to create new edge. Change selection to Vertex. Select vertices in newly created edge. In Front viewport, move them down. Then select one vertex only, and move it closer to another vertex (right image below) </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_19.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>4. Activate Border selection. Select border in leg area (look at left image below). Move border while holding Shift button in keyboard. Position vertices using blueprint as reference (look at middle image below). Select border again and Shift+drag to create more polygons for leg. This time, in Edit Geometry rollout, click Make Planar: Z button. The result is like right image below. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_20.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>5. Shift+drag border three more times again. Then modify vertices position, both in Front and Left viewport. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_21.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>6. Let's continue to create foot. In Left viewport, select several polygons (left image below). Extrude them. Change to Vertex selection. Modify vertices position to create foot shape (right image below). </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_22.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>7. Next, change to Border selection. Select one border in the bottom of foot. Then, in Edit Borders rollout, click Cap button, to fill the hole with polygon.. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_23.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>8. To finish modeling the foot, we need one more step. Activate Edge selection. Select all vertical edges in the bottom area of foot. In Edit Geometry rollout, click Slice Plane button. Slice plane will appear in viewport (yellow rectangle). Move slice plane down at the most bottom part of foot. Then click Slice button. When finished, turn off Slice Plane button. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_24.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>9. Next, you are going to create arm and hand. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_25.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> Continue your previous lesson. In Left viewport, modify several vertices position (left image below). We need to do that before creating arm. When finished, activate Polygon selection. Select several polygons in area where you will create an arm. </p><p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_26.gif" alt="Image" title="Image" border="0" height="226" hspace="6" width="510" /></p> <p> </p> <p>2. Apply Extrude to this polygons. In Edit Geometry rollout, click Make Planar: X. Adjust size of polygons using Select and Uniform Scale. In Front viewport, move polygons if necessary to fit blueprint behind. Next, apply Extrude three more times again. You also need to position and scale polygons. When finished, don't deselect polygons but delete them. Finally de-activate all sub-object selection. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_27.gif" alt="Image" title="Image" border="0" height="224" hspace="6" width="510" /></p> <p align="center"> </p> <p>3. To create a hand, we are going to create from a box. Later, we will attach this hand object to Po model. Start by creating Box in Top viewport. Use parameters like image below. Move this box close to Po's arm. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_28.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>4. Convert box into Editable Poly. Adjust several vertices position. Start from Top viewport. Use left image below fro reference. Next, in Front viewport move several vertices up. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_29.gif" alt="Image" title="Image" border="0" height="181" hspace="6" width="510" /></p> <p align="center"> </p> <p>5. Activate Polygon selection. Select three polygons in hand object. Extrude twice to create fingers. Then, select one polygon, and extrude to create thumb. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_30.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>6. Select, 4 polygons in the wrist area of hand object. Delete them. De-activate all sub-object selection. Now, select Po model object. Go to Modify tab. Highlight Editable Poly row in Modifier Stack. In Edit Geometry rollout, click Attach button, then click hand object in viewport. After this, activate Border selection. Select two borders between hand and arm. In Edit Borders rollout, click Bridge to connect hand and arm. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_31.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>7. In Front viewport, compare model and blueprint. Fit arm and hand based on blueprint behind. You can scale or move vertices.. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_32.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>8. Your Kung Fu Panda model is almost finished. Next, we are going to create Po's pants. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_33.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> Continue your previous lesson. In Left viewport, modify several vertices position (left image below). Use blueprint behind for reference. <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_34.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p> </p> <p>2. Change selection to Edge. Select vertical edges like image below. Use Connect to create horizontal edges. Activate Vertex selection and modify several vertices position to match blueprint.. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_35.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>3. Again activate Edge selection. Select vertical edges like image below. Click Settings button right next to Connect. In opened dialog box, enter Slide = -14. Click OK. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_36.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>4. Select horizontal edges like image below. Tips: you can select one or two edges and then in Selection rollout click Loop. Click Settings button right next to Chamfer. In opened dialog box, makes sure Chamfer Amount=1. Then click OK. You have added small amount of chamfer. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_37.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>5. Activate Polygon selection. Select all polygons constructing pant. Make sure you select only polygons between chamfered edges. Then using Select and Uniform Tool, give slight enlargement.. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_38.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>6. Activate Edge selection. Select edges like image below. Apply Chamfer with Amount=1. Change selection to Polygon. Select polygons like middle image below (you need to select 6 polygons here). Then enlarge them a little bit. You will get a belt. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_39.gif" alt="Image" title="Image" border="0" height="422" hspace="6" width="510" /></p> <p align="center"> </p> <p>7. Next, select edges like image below (these edges separate pant and body). Give a slight amount of Chamfer, to make boundary between pants and body looks sharp, when we apply model with Turbosmooth. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_40.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>8. Do we forgetting something? Yup, a tail. De-activate all sub-object selection. Right click model and choose Convert to Editable Poly. Then, in Perspective viewport, rotate view until you can see back of Po model. Activate Vertex selection. Select one vertex in the middle of Po's buttocks. Use Chamfer. Change selection to Polygon. Select newly created polygon. Then use Bevel three times to create a tail. De-activate all sub-object selection. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_41.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>9. To finish this model. Apply Turbosmooth modifer. Increase Iterations value if you want to get more smooth model. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_42.gif" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p> <p>10. Congrats, you have created Kung Fu Panda model. In the next tutorial, we are going to add texture. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/kungfupanda/kungfupanda_modeling_43.jpg" alt="Image" title="Image" border="0" height="344" hspace="6" width="510" /></p> <p align="center"> </p>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-90359948130006327612009-04-25T07:35:00.000-07:002009-04-25T07:40:27.088-07:00BOX MODELING FOR BEGINNERS 3ds MAX<span style="font-family: verdana;"><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">i friends,</span></p></span><br /> <span style="font-family: verdana;">Today we are going to try our hands on that incredible Modeling Technique in 3ds Max, “The Box Modeling” we’ll be creating a simple SUV model from a Box</span><span style="font-family: verdana;"><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"><v:shapetype id="_x0000_t75" coordsize="21600,21600" spt="75" preferrelative="t" path="m@4@5l@4@11@9@11@9@5xe" filled="f" stroked="f"> </v:shapetype></span></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"><v:shapetype coordsize="21600,21600" spt="75" preferrelative="t" path="m@4@5l@4@11@9@11@9@5xe" filled="f" stroked="f"><v:stroke joinstyle="miter"></v:stroke><v:formulas><v:f eqn="if lineDrawn pixelLineWidth 0"></v:f><v:f eqn="sum @0 1 0"></v:f><v:f eqn="sum 0 0 @1"></v:f><v:f eqn="prod @2 1 2"></v:f><v:f eqn="prod @3 21600 pixelWidth"></v:f><v:f eqn="prod @3 21600 pixelHeight"></v:f><v:f eqn="sum @0 0 1"></v:f><v:f eqn="prod @6 1 2"></v:f><v:f eqn="prod @7 21600 pixelWidth"></v:f><v:f eqn="sum @8 21600 0"></v:f><v:f eqn="prod @7 21600 pixelHeight"></v:f><v:f eqn="sum @10 21600 0"></v:f></v:formulas><v:path extrusionok="f" gradientshapeok="t" connecttype="rect"></v:path><o:lock ext="edit" aspectratio="t"><img alt="" src="http://img167.imageshack.us/img167/4421/89010228xv3.jpg" align="left" border="0" /></o:lock></v:shapetype></span></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;"></span> <span style="font-size: 100%;">Before that I assume that you are having that basic idea in Max.</span></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">We’ll start our things by placing a box in the viewport with these dimensions 90,50,50 and for the segments, we’ll go for 6,6,6</span></li></ul><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><img style="width: 845px; height: 506px;" alt="" src="http://img167.imageshack.us/img167/9303/13579866yv9.jpg" border="0" height="695" width="647" /></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">After that we’ll convert our Box into an Editable Polygon(Right click>convert to>Editable poly)</span></li></ul><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><img style="width: 845px; height: 603px;" alt="" src="http://img167.imageshack.us/img167/3269/10061995dl9.jpg" border="0" height="561" width="808" /></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">Then select the polygon sublevel and select the Polygons shown in the picture, we are going to make the front area of our SUV</span></li></ul><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><img alt="" src="http://img246.imageshack.us/img246/8466/56826166gg3.jpg" border="0" height="565" width="848" /></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">We will use the Extrude Option and use the default value for Extruding the selected polygons thrice for the Bonnet.</span></li></ul><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> <img style="width: 849px; height: 671px;" alt="" src="http://img246.imageshack.us/img246/956/43987811gr1.jpg" border="0" height="611" width="773" /></span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">Select the Vertex sub level and adjust the vertices in all viewports for getting the shape shown in the picture.</span></li></ul><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><img style="width: 865px; height: 539px;" alt="" src="http://img523.imageshack.us/img523/6724/93140423na6.jpg" border="0" height="611" width="936" /></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">Now select the Polygons shown in the picture for creating the front glass and then inset them with a small value, I used 1.0</span></li></ul><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><img style="width: 858px; height: 627px;" alt="" src="http://img523.imageshack.us/img523/7683/86506554mz0.jpg" border="0" height="594" width="744" /></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">For the same Polygons we are going to apply a Bevel with both height and inset are -.5</span></li></ul><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><img alt="" src="http://img299.imageshack.us/img299/2574/58104003hp8.jpg" border="0" height="550" width="849" /><span style="font-family: verdana;"><p class="MsoNormal" style="margin: 0in 0in 0pt;"><img alt="" src="http://img299.imageshack.us/img299/2574/58104003hp8.jpg" border="0" height="550" width="849" /></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">Use the same method for window glasses also.</span></li></ul><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> <img style="width: 838px; height: 664px;" alt="" src="http://img79.imageshack.us/img79/9133/14277399ku1.jpg" border="0" height="597" width="776" /></span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">Select the polygons shown in the picture for creating a bumper and Extrude them using “local normal” to 1.5 units</span></li></ul><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">Now is the time for Creating wheel arches, back dickey. We will use the Boolean Compound Object here. For that we will create 4 cylinders for wheel arches and a box modified using Editable Polygon method, as the dickey which I shown in the picture.</span></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style=""><span style="font-size: 100%;"><img style="width: 872px; height: 644px;" alt="" src="http://img79.imageshack.us/img79/3261/10pb0.jpg" border="0" height="697" width="759" /> </span></span></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">For Boolean we will use a trick. We will attach four cylinders and the dickey object together from “Edit Geometry>attach” because after this Max will consider it as a single object and we can use the Boolean operation only once</span></li></ul><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><span style=""><span style="font-size: 100%;"><img style="width: 873px; height: 606px;" alt="" src="http://img79.imageshack.us/img79/1176/11kr9.jpg" border="0" height="692" width="769" /> </span></span></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">I used some Tubes and splines to modify the SUV like this..its upto to you.</span></li></ul><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><img style="width: 877px; height: 539px;" alt="" src="http://img79.imageshack.us/img79/4064/12xl5.jpg" border="0" height="597" width="815" /></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">Its almost finished, we are going to make a <st1:city st="on"><st1:place st="on">Tyre</st1:place></st1:city>. From a Chamfer Cylinder and an Extruded NGon, we can make it very easily like this</span></li></ul><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"> </p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><img style="width: 870px; height: 552px;" alt="" src="http://img79.imageshack.us/img79/2465/13oc8.jpg" border="0" height="545" width="974" /><img style="width: 875px; height: 581px;" alt="" src="http://img79.imageshack.us/img79/2084/14vl8.jpg" border="0" height="639" width="838" /></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">Now for the front grill. First we will create new edges in the front using Connect option.</span></li></ul><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><img style="width: 876px; height: 476px;" alt="" src="http://img87.imageshack.us/img87/9845/15af5.jpg" border="0" height="479" width="918" /></p><br /><p class="MsoNormal" style="margin: 0in 0in 0pt;"><o:p><span style="font-size: 100%;"> </span></o:p></p><br /><ul style="margin-top: 0in;" type="disc"><br /><li class="MsoNormal" style="margin: 0in 0in 0pt;"><span style="font-size: 100%;">And then Extrude the Edges with a small value like in the pic</span></li></ul></span></p> </span>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-88578514781145413882009-04-09T23:40:00.001-07:002009-04-09T23:41:01.806-07:00Creating Grass Land Using Pflow in 3dsmax<strong> First of all, </strong>let's start by creating a cone of sides: 6 radius1: .6 radius2: 0 and height: 40. A bend modifier should be applied to the cones. You can even go lesser on the sides if it gives the result you want. you can also create another cone bend in a different angle. Now we have a Cone01, Cone02 and a Plane01. You may name these to Grass1, Grass2,Terrain respectively since I strongly would advise you all to use naming conventions whenever possible, which can save you a lot of time. Using a cone gives you a three-dimensionality to the grass, instead of using a plane. Also create a plane with length: 200 Width: 300, Segments 12*12 and apply a noise modifier with the settings as shown below. Also apply a turbosmooth modifier to it.<br /><br /><br /><img src="http://www.9jcg.com/tutorials/3dmantra/Creating_Grass_Land_Using_Pflow/creating_grass_land_using_pflow_02.jpg" alt="Creating Grass Land Using Pflow in 3dsmax" border="0" /><br /><br /><strong>2. </strong>Create a particle flow source. In the Main menubar - Create>Particle>particle flow source (Particle flow is an event driven particle system and it gives us more control over the particles than the ordinary particle systems in max which are non-event driven) Press 6 or select the pflow icon and go to the modify panel and click on the particle view button. You will get a window as shown below:<br /><br /><img src="http://www.9jcg.com/tutorials/3dmantra/Creating_Grass_Land_Using_Pflow/creating_grass_land_using_pflow_03.jpg" alt="Creating Grass Land Using Pflow in 3dsmax" border="0" /><br /><br /><strong>3. </strong>These are the default operators that you get in particle flow. We shall replace some of those with operators from the operators depot to get our desired result. I have marked in the image below where all operators have to be replaced with new ones. For example, the Position Icon operator will be replaced with the Position Object operator by left clicking and dragging the Position Object operator from the operators depot onto the Position Icon operator in event 01. You will see that a red line appears on top of the Position Icon operator, release your left mouse button then. Similarly, change the Shape Operator with Shape Instance operator.<br /><br /><img src="http://www.9jcg.com/tutorials/3dmantra/Creating_Grass_Land_Using_Pflow/creating_grass_land_using_pflow_04.jpg" alt="Creating Grass Land Using Pflow in 3dsmax" border="0" /><br /><br /><strong>4. </strong>First click on the Birth operator and change the emit stop to 0. Now all 200 particles will be emitted at once rather than one by one. Also give a particle amount of 1000 ( Depends on how much you need and how much area you need to cover).<br /><br /><img src="http://www.9jcg.com/tutorials/3dmantra/Creating_Grass_Land_Using_Pflow/creating_grass_land_using_pflow_05.jpg" alt="Creating Grass Land Using Pflow in 3dsmax" border="0" /><br /><br /><strong>5.</strong> Click on the <strong>Position Object </strong>operator, on the right side you can see its properties in the Emitter objects rollout. Click add and select the terrain. You will see that the name of the plane (Terrain) appears in the dialogue box there. See to it that the Lock On Emitter option is also ticked or else the particle will fly off when you play with the animation slider.<br /><br /><img src="http://www.9jcg.com/tutorials/3dmantra/Creating_Grass_Land_Using_Pflow/creating_grass_land_using_pflow_06.jpg" alt="Creating Grass Land Using Pflow in 3dsmax" border="0" /><br /><br /><strong>6. </strong>Change the <strong>Shape operator </strong>to <strong>Shape Instance</strong> operator, after that Click on the Shape Instance operator in the event and in the properties on the right side, click on the none button under particle geometry and select grass1. You can see that lots of ticks get scattered all over the plane. Click on the Display operator and in the type select Geometry which will reveal the grass mesh. You can also change the color to green or apply a material by adding a material dynamic operator<br /><br /><img src="http://www.9jcg.com/tutorials/3dmantra/Creating_Grass_Land_Using_Pflow/creating_grass_land_using_pflow_07.jpg" alt="Creating Grass Land Using Pflow in 3dsmax" border="0" /><br /><br /><img src="http://www.9jcg.com/tutorials/3dmantra/Creating_Grass_Land_Using_Pflow/creating_grass_land_using_pflow_08.jpg" alt="Creating Grass Land Using Pflow in 3dsmax" border="0" /><br /><br />You can see that all of the grass blades are bent in different directions and some even go under the terrain. To rectify this problem, click on the Rotation operator and in its properties change the orientation matrix to world space. This aligns the particle according to the world axis and makes it stay perpendicular to the terrain.<br /><br /><img src="http://www.9jcg.com/tutorials/3dmantra/Creating_Grass_Land_Using_Pflow/creating_grass_land_using_pflow_09.jpg" alt="Creating Grass Land Using Pflow in 3dsmax" border="0" /><br /><br /><strong>7.</strong> This seems a bit unrealistic cause all grass are standing upright and steady like an army of soldiers smile so to break the monotony you can first click on event 01 and right click, select copy and paste it anywhere in the open space nearby - this will create another event 02. Delete the birth operator of event 02.<br /><br /><img src="http://www.9jcg.com/tutorials/3dmantra/Creating_Grass_Land_Using_Pflow/creating_grass_land_using_pflow_10.jpg" alt="Creating Grass Land Using Pflow in 3dsmax" border="0" /><br /><br /><strong>8.</strong> Add a Split Amount operator to the event 01 below the birth operator. Create a connection from the Split Amount to the event02. In Event02 select the shape instance and select grass2. Now you can see how much the scene has changed. Cool isn't it? You can even copy the Event 02 and create another Event 03 and add split amount to Event 02 and connect the Split Amount to Event03 and select another grass3 as object instance.<br /><br /><img src="http://www.9jcg.com/tutorials/3dmantra/Creating_Grass_Land_Using_Pflow/creating_grass_land_using_pflow_11.jpg" alt="Creating Grass Land Using Pflow in 3dsmax" border="0" /><br /><br /><br /><strong>9. </strong>In the shape rollout of both Events, you can play with the size and variation to create your own realistic grass scatter.<br /><br /><br /><strong>10 . </strong>There are also some specialties about position object operator, select the position object operator and change the location from surface to vertices or edges... try it out and see the difference. There is another option below location called density by material, tick on it. It will be grayscale by default. Apply a checkered texture to the terrain and see what happens (you will have to move the animation slider a bit to see the result).<br /><br /><br /><strong>11. </strong>Drag a material dynamic operator into Event 01 open the material editor by pressing M and create a material for the grass select the material dynamic operator, which will reveal the operator properties on the right side. From the material editor, click on the material slot you created and drag it on top of the none button in the material dynamic property. A command will pop up which says instance or copy select instance and click OK cause whatever change you make in the material editor will be in sync with that of the material dynamic in the particle view. For the other events do the same. Variate the color of the grass material a bit, which will give you a more realistic look.mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-8825278593175201632009-02-24T22:15:00.000-08:002009-02-24T22:21:24.017-08:00room<table border="0" cellpadding="0" cellspacing="0" width="595"><tbody><tr> <td class="b1tlc" width="23"><img src="http://static.highend3d.com/shim.gif" alt="" height="21" width="1" /></td> <td class="b1hdr" width="569">More Architecture Images</td> <td class="b1trc" width="13"><img src="http://static.highend3d.com/shim.gif" alt="" height="21" width="1" /></td> </tr> <tr> <td colspan="3" class="b2cntnt" align="center" valign="top"> <table valign="top" align="center" border="0" cellpadding="2" cellspacing="15" width="510"><tbody><tr> <td valign="top"> <a href="http://www.highend3d.com/gallery/architecture/interiors/313.html"> <div align="center"> <img src="http://static.highend3d.com/galleryimages/313/cropped1.jpg" alt="The Ivar Project Int" title="The Ivar Project Int" style="margin-bottom: 5px;" border="1" width="170" /> <br /><strong></strong></div></a> </td> <td valign="top"> <a href="http://www.highend3d.com/gallery/architecture/interiors/775.html"> <div align="center"> <img src="http://static.highend3d.com/galleryimages/775/cropped1.jpg" alt="[Bedroom simple]" title="[Bedroom simple]" style="margin-bottom: 5px;" border="1" width="170" /> <br /><strong></strong></div></a> </td> <td valign="top"> <a href="http://www.highend3d.com/gallery/architecture/interiors/1008.html"> <div align="center"> <img src="http://static.highend3d.com/galleryimages/1008/cropped1.jpg" alt="House in Kifisia" title="House in Kifisia" style="margin-bottom: 5px;" border="1" width="170" /> <br /><strong></strong></div></a> </td></tr><tr> <td valign="top"> <a href="http://www.highend3d.com/gallery/architecture/interiors/878.html"> <div align="center"> <img src="http://static.highend3d.com/galleryimages/878/cropped1.jpg" alt="Bath room" title="Bath room" style="margin-bottom: 5px;" border="1" width="170" /> <br /><strong></strong></div></a> </td> <td valign="top"> <a href="http://www.highend3d.com/gallery/architecture/interiors/956.html"> <div align="center"> <img src="http://static.highend3d.com/galleryimages/956/cropped1.jpg" alt="Resort house02" title="Resort house02" style="margin-bottom: 5px;" border="1" width="170" /> <br /><strong></strong></div></a> </td> <td valign="top"> <a href="http://www.highend3d.com/gallery/architecture/interiors/714.html"> <div align="center"> <img src="http://static.highend3d.com/galleryimages/714/cropped1.jpg" alt="Living Room" title="Living Room" style="margin-bottom: 5px;" border="1" width="170" /> <br /><strong></strong></div></a> </td></tr><tr> <td valign="top"> <a href="http://www.highend3d.com/gallery/architecture/interiors/952.html"> <div align="center"> <img src="http://static.highend3d.com/galleryimages/952/cropped1.jpg" alt="Ham" title="Ham" style="margin-bottom: 5px;" border="1" width="170" /> <br /><strong></strong></div></a> </td> <td valign="top"> <a href="http://www.highend3d.com/gallery/architecture/interiors/1013.html"> <div align="center"> <img src="http://static.highend3d.com/galleryimages/1013/cropped1.jpg" alt="Apartment at Thailand 2" title="Apartment at Thailand 2" style="margin-bottom: 5px;" border="1" width="170" /> <br /><strong></strong></div></a> </td> <td valign="top"> <a href="http://www.highend3d.com/gallery/architecture/interiors/1011.html"> <div align="center"> <img src="http://static.highend3d.com/galleryimages/1011/cropped1.jpg" alt="Mr.Faisal Living Room" title="Mr.Faisal Living Room" style="margin-bottom: 5px;" border="1" width="170" /> <br /><strong></strong></div></a> </td></tr><tr> <td valign="top"> <a href="http://www.highend3d.com/gallery/architecture/interiors/794.html"> <div align="center"> <img src="http://static.highend3d.com/galleryimages/794/cropped1.jpg" alt="Lazy Afternoon2" title="Lazy Afternoon2" style="margin-bottom: 5px;" border="1" width="170" /> <br /><strong></strong></div></a> </td> <td valign="top"> <a href="http://www.highend3d.com/gallery/architecture/interiors/157.html"> <div align="center"> <img src="http://static.highend3d.com/galleryimages/157/cropped1.jpg" alt="sblinklight" title="sblinklight" style="margin-bottom: 5px;" border="1" width="170" /> <br /><strong></strong></div></a> </td> <td valign="top"> <a href="http://www.highend3d.com/gallery/architecture/interiors/681.html"> <div align="center"> <img src="http://static.highend3d.com/galleryimages/681/cropped1.jpg" alt="coffee room" title="coffee room" style="margin-bottom: 5px;" border="1" width="170" /></div></a></td></tr></tbody></table></td></tr></tbody></table>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-59352169044766839942009-02-21T22:23:00.000-08:002009-02-21T22:24:45.281-08:00cupThis tutorial needs you to understand basic use of 3dsmax. <p><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/mug/mug_modeling00.jpg" style="float: left;" alt="Modeling A Mug" title="Modeling A Mug" border="0" height="76" hspace="6" width="107" /> This simple tutorial is for 3dsmax beginner user. This tutorial will show you how to use Lathe modifier, and couple of Editable Poly features like Connect, Hinge From Edge, and Inset to model a mug. You will be able to model a mug in couple minutes. </p><p align="center"> </p> <p>1. First, create a new 3dsmax document. Go to Customize>Grid And Snap Settings and make sure Grid Points is checked. Now, in Create tab, click Shapes and click Line button. In Creation Method rollout, choose Corner for Initial and Drag Type. Before you draw a line, activate Snap first. Now, in Front viewport a line like image below. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/mug/mug_modeling01.jpg" alt="Image" title="Image" align="middle" border="0" height="283" hspace="6" width="400" /></p> <p align="center"> </p> <p>2. In Command Panel, click Modify tab. Activate Vertex selection in rollout Selection. Select one vertex in the corner and raise Fillet value up. Fillet is located in rollout Geometry. Its corner will be rounded. Use same technique to other corner. When finished, de-activate all sub-object selection. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/mug/mug_modeling02.jpg" alt="Image" title="Image" align="middle" border="0" height="283" hspace="6" width="400" /></p> <p align="center"> </p> <p>3. Make sure your line object is selected. Choose Lathe modifier from drop-down Modifier List. In rollout Parameters, check Weld Core, and Flip Normals. Weld core used to weld all vertices around Lathe axis. Flip normal used to backflip normal, and make the surface visible in viewport. Use Min for Align. Your mug will look like image below. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/mug/mug_modeling03.jpg" alt="Image" title="Image" align="middle" border="0" height="283" hspace="6" width="400" /></p> <p align="center"> </p> <p>4. Next step, we will create a handle. Right click object and choose Convert to Editable Poly. Activate Edge selection. Using region selection, select all vertical edges in Front viewport. In Edit Edges rollout, click Settings button right next to Connect. In Connect Edges dialog box, enter Segments=5 and click OK. As result, vertical polygon now divided into 5 segments. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/mug/mug_modeling04.jpg" alt="Image" title="Image" align="middle" border="0" height="283" hspace="6" width="400" /></p> <p align="center"> </p> <p>5. You may follow this step if you want mug's handle thinner. If not, go directly to next step. Change selection to Polygon. Choose 2 polygons like image below. You need to change Perspective viewport into Edged Faces view (press F4 in keyboard) to select polygons easily. In Edit Polygons rollout, click Inset button. Click and drag in viewport to make an inset (smaller size polygon) to those polygons. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/mug/mug_modeling05.jpg" alt="Image" title="Image" align="middle" border="0" height="283" hspace="6" width="400" /></p> <p align="center"> </p> <p>6. Select a polygon in upper part of mug. In Edit Polygons rollout, click Settings button right next to Hinge from Edge. A dialog box will appear. Click Pick Hinge button, click an edge in the middle part of mug (look at image below). Use spinner to change Segments to 8 and Angle to 160 degrees. When you change these values, an arched handle created. Click OK when finished.</p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/mug/mug_modeling06.jpg" alt="Image" title="Image" align="middle" border="0" height="283" hspace="6" width="400" /></p> <p align="center"> </p> <p>7. Next, we need to fix lower part of handle. Select polygon in the farthermost part of handle and polygon facing it in mug body. In Edit Polygons rollout click Bridge button to connect handle to mug. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/mug/mug_modeling07.jpg" alt="Image" title="Image" align="middle" border="0" height="283" hspace="6" width="400" /></p> <p> </p> <p>8. De-activate all sub-object selection. Now, finish this tutorial by adding a TurboSmooth or MeshSmooth modifier to your mug model. Image below shows finished and rendered model. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/mug/mug_modeling08.jpg" alt="Image" title="Image" align="middle" border="0" height="283" hspace="6" width="400" /></p> <p align="center"> </p>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-31014574924567835212009-02-14T21:40:00.000-08:002009-02-14T21:45:49.522-08:00Modeling A Dolphin Part 1<p>Convert plance into Editable Poly. Go to Modify tab. Activate Edge selection.Then, select one edge like image below. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling01.gif" alt="Image" title="Image" border="0" height="217" hspace="6" width="394" /></p> <p align="center"> </p> <p>2. Activate Select And Move tool. While holding Shift, drag edge to the right to create copy of polygon. Do it 4 times until you get polygons like image below. Next, repeat the same process with the left side. This time, Shift+drag 6 times. You can look at image below for reference. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling02.gif" alt="Image" title="Image" border="0" height="395" hspace="6" width="394" /></p> <p align="center"> </p> <p>3. Change selection to Vertex. Move vertices to shape dolphin's body. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling03.gif" alt="Image" title="Image" border="0" height="219" hspace="6" width="394" /></p> <p align="center"> </p> <p>4.When finished, change selection back to Edge. Select all vertical edges ( For easy selection, just select one edge and click Ring in Selection rollout). Then in Edit Edges rollout, click Settings button right next to Connect. Fill Segments=2. Click OK. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling04.gif" alt="Image" title="Image" border="0" height="268" hspace="6" width="394" /></p> <p align="center"> </p> <p>5. Then, select all vertical edges in upper body. Use Connect Settings again. This time use Segments=1 and Slide=-54. You will get connecting edges close to upper edges. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling05.gif" alt="Image" title="Image" border="0" height="268" hspace="6" width="394" /></p> <p align="center"> </p> <p>6. Repeat above process to create connecting edges at the bottom of body. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling06.gif" alt="Image" title="Image" border="0" height="168" hspace="6" width="394" /></p> <p align="center"> </p> <p>7. Change selection to Vertex. Move vertices located at the middle of body. Move them along X axis. Your dolphin's body will get volume. This process here is a tedious, long, and need patience. A lot of tweaking is required here. Use image below for reference. Tips: Begins with middle vertices, the outer vertices. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling07.gif" alt="Image" title="Image" border="0" height="506" hspace="6" width="394" /></p> <p align="center"> </p> <p>8. Dolphin's basic body is finished. We will continue in the <a href="http://www.escalight.com/tutorials/3dsmax-tutorials/modeling-a-dolphin-part-2.html">Part 2 tutorial</a> to add fin and tail. If you find it hard to create this basic body you can <a href="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling_part1_finish.zip">download 3dsmax file here</a>. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling08.gif" alt="Image" title="Image" border="0" height="208" hspace="6" width="394" /></p> <p align="center"> .<br /></p><p>1. Continue with previous lesson or you can <a href="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling_part1_finish.zip">download 3dsmax file here</a>. This time, we are going to create pectoral flipper. In Left viewport, select a polygon like image below. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling09.gif" alt="Image" title="Image" border="0" height="262" hspace="6" width="394" /></p> <p align="center"> </p> <p>2. In Edit Polygons rollout, use Bevel three times to create pectoral flipper. Everytime you add Bevel, you need to adjust its polygon position and size. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling10.gif" alt="Image" title="Image" border="0" height="335" hspace="6" width="394" /></p> <p align="center"> </p> <p>3. Next, let's move to dorsal fin, a small fin at the back of dolphin. Change selection to Edge. Select one edge like image below. Shift+drag three times to create more polygons. Everytime you shif drag, scale the edge, and move to its position to match the background image. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling11.gif" alt="Image" title="Image" border="0" height="389" hspace="6" width="394" /></p> <p align="center"> </p> <p>4. Next step, we will add depth to dorsal fin. Select all horizontal edges in dorsal fin. Use Connect Settings to add edges. Use parameters like image below. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling12.gif" alt="Image" title="Image" border="0" height="206" hspace="6" width="394" /></p> <p align="center"> </p> <p>5. Now, change selection to Vertex. Move vertices in the middle to give dorsal fin a depth.</p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling13.gif" alt="Image" title="Image" border="0" height="441" hspace="6" width="394" /></p> <p align="center"> </p> <p>6. Next step is to create a tail. Change selection to Polygon. In Left viewport, select 6 polygons at the tail part of dolphin.Use Extrude three times. Everytime you add extrusion, adjust vertices to shape a tail. Use image below for reference. Next in <a href="http://www.escalight.com/tutorials/3dsmax-tutorials/modeling-a-dolphin-part-3.html">Part 3</a> tutorial, we are going to adjust dolphin's head. Finished file of this part 2 tutorial <a href="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling_part2_finish.zip">can be downloaded here</a>. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling14.gif" alt="Image" title="Image" border="0" height="474" hspace="6" width="394" /></p> You may want to <a href="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling_part2_finish.zip">download previous exercise file here</a> (3dsmax 8 format, zipped). If you have followed previous tutorial, then use your own model. Now, look at dolphin's head area. In Left viewport, select all horizontal edges like image below. Then, use Connect Settings with parameters Segments=2, and Pinch=65. <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling15.gif" alt="Image" title="Image" border="0" height="278" hspace="6" width="394" /></p> <p align="center"> </p> <p>2. After that, change selection into Vertex. Adjust vertices to create nose volume. Also, move vertices a little bit in areas shown with arrows. For dolphin's nose I add more length, different from blueprint image..</p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling16.gif" alt="Image" title="Image" border="0" height="278" hspace="6" width="394" /></p> <p align="center"> </p> <p>3. We will adjust dolphin's head more. Select all horizontal edges like image below. Use Connect with Segments=1. Then, move vertices to shape head a little bit more rounded. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling17.gif" alt="Image" title="Image" border="0" height="492" hspace="6" width="394" /></p> <p align="center"> </p> <p>4. Next step, let's give an eye. Use Vertex as selection tool. Select one vertex in the eye area. Use Chamfer to create a square shape. Then, select all edges in that square shape. Use Extrude with negative value to give an engraved look. Your dolphin has an eye now. <a href="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling_part3_finish.zip">Part 3 finished file can be downloaded here</a>. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling18.gif" alt="Image" title="Image" border="0" height="249" hspace="6" width="394" /></p> Continue your previous tutorial lesson or <a href="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling_part3_finish.zip">download exercise file here</a> (3dsmax 8 format, zipped). De-activate all sub-object selection. In Modify tab, select Mirror modifier from Modifier List. Use Mirror Axis=Z and activate Copy option. You will get another half of dolphin's body. Then, add another modifier, Turbosmooth. <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling19.gif" alt="Image" title="Image" border="0" height="174" hspace="6" width="363" /></p> <p align="center"> </p> <p>2. After you applied Turbosmooth, do a test render, you may notice a seam between right and left body. It is usual thing to happens, whenever you model any objects using a half side method. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling20.jpg" alt="Image" title="Image" border="0" height="300" hspace="6" width="400" /></p> <p align="center"> </p> <p>3. Now, we are going to remove the seam. First, in Modifier Stack delete Turbosmooth modifier. Then, in viewport, right click on dolphin object, and choose Convert to>Convert to Editable Poly. Now, we are ready to remove the seam. In Modifier Stack, activate Editable Poly row. Activate Vertex selection. In Front viewport, select all vertices in the middle of dolphin's body. In Edit Vertices rollout, click Settings button right next to Weld. This tool is use to combine 2 or more vertices into 1. Use your own Weld Threshold value or use value like image below. Notice Number of Vertices before and after welding. Click OK. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling21.gif" alt="Image" title="Image" border="0" height="278" hspace="6" width="394" /></p> <p align="center"> </p> <p>4. De-activate all sub-object selection. Apply Turbosmooth modifier. Do a test render. Now, all seams have gone away. </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling22.jpg" alt="Image" title="Image" border="0" height="300" hspace="6" width="400" /></p> <p align="center"> </p> <p>4. Dolphin model is finished. <a href="http://www.escalight.com/free-stuff/view-details/3d-models/animal/17-dolphin.html">Finished dolphin model can be downloaded here.</a> </p> <p align="center"><img src="http://www.escalight.com/images/stories/tutorials/3dsmax/dolphin/dolphinmodeling23.jpg" alt="Image" title="Image" border="0" height="300" hspace="6" width="400" /></p> <p align="center"> </p>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-33927769572577509952009-01-16T21:52:00.000-08:002009-01-16T22:00:16.981-08:00Modeling Cartoon Character<table class="tutotable"><tbody><tr><td class="tutotd"><table class="tutotable"><tbody><tr><td class="tutotd">Create two boxes with the same size as the images with a width of 0.<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/a.gif" border="1" height="468" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 4.Create a box in front view, segments 2-2-2:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/1.gif" border="1" height="498" width="500" /></center> </td></tr> <tr><td class="tutotd"> 5.Extrude the one side 4 times:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/2.gif" border="1" height="373" width="500" /></center> </td></tr><tr><td class="tutotd"> 6.Begin to create the shape of the foot in the side view <center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/3.gif" border="1" height="377" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> Weld 2 by 2 the vertex showed with weld target tool:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/6.gif" border="1" height="510" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 7.Extrude the polygones to create the beginning of the leg.<br /> Make invisibles all the edges on top to make easy the extrusion of the leg.<br /> Make a rotation in Z to the foot to give it its final position.<br /> Adjust the vertex to have the right shape of the foot.<br /> Round the beginning of the leg by moving vertex<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/1bis.gif" border="1" height="44" width="167" /></center><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/5.gif" border="1" height="540" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 8.in the top view, select these polygons<br /> Apply a slice modifier.<br /> Move the section plan in the right direction<br /> apply an editable mesh<br /> To select the other part apply a slice again and again a editable mesh<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/9.gif" border="1" height="542" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 9.Select the new edges and apply a chamfer to double it<br /> Select the created poly and apply a mesh smooth group 2.<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/11.gif" border="1" height="373" width="500" /></center><br /><right><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/12.gif" border="1" height="165" width="159" /></right><br /></td></tr> <tr><td class="tutotd"> 10.Extrude it in negative 2 times in local mode.<br /> Apply a uniform scale to resize it right<br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/14.gif" border="1" height="497" width="500" /></center><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/13.gif" border="1" height="133" width="148" /></center><br /></td></tr> <tr><td class="tutotd"> 11.Extrude to create the legand adjust first in front view than in side view. Pay attention to round correctly the leg. <center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/7.gif" border="1" height="444" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 12.Extrude multiple times to create the knees than extrude to create the upper leg <center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/8.gif" border="1" height="462" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> So you must have this shape. <center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/15.gif" border="1" height="652" width="500" /></center><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/16.gif" border="1" height="503" width="500" /></center> </td></tr> <tr><td class="tutotd"> 13.Extrude to the up and next to the right.<br /> delete the polygons in the symetry axe.<br /> to check if the vertex are rightly aligned to the symetry axe select them and make a non uniform scale of 0 in x axe:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/17.gif" border="1" height="575" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 14.Make an instance copy to see all the body.<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/18.gif" border="1" height="491" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 15.Adjust the back vertex to crete the bottom back and check that there are only 4 edges polygons<br />if it is needed weld the vertex make invisible the edges badly placed<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/20.gif" border="1" height="552" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 15.Add the edge as this to define the bottom front<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/22.gif" border="1" height="508" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 16.Continue the extrudion of the body:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/23.gif" border="1" height="654" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 17.To prepare the extrudion of the arm, make a chamfer in a vertex on side view:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/24.gif" border="1" height="476" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 18.Add these two edges to improve the geometry:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/25.gif" border="1" height="500" width="500" /></center><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/26.gif" border="1" height="512" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 19.Extrude in face view a first time,<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/27.gif" border="1" height="457" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 20.A second time : make a rotate on the polygons<br /><br /> <center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/28.gif" border="1" height="425" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 21.Begin the extrusion of the arm: <center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/29.gif" border="1" height="468" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 22.Continue the extrusion by going a little bit back: <center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/30.gif" border="1" height="459" width="500" /></center><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/31.gif" border="1" height="587" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 23.For the bend, do multiple little extrude:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/32.gif" border="1" height="494" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 24.Extrude last part of the arm in front.<br /> end with multiple extrusion for the wrist.<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/33.gif" border="1" height="601" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 24.To make the chest : weld with weld target the 2 vertex here:<br /><br /> <center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/34.gif" border="1" height="533" width="500" /></center><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/35.gif" border="1" height="514" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 25.Add with cut edge a series of edges:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/36.gif" border="1" height="603" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 26.Make these two edges invisible:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/37.gif" border="1" height="532" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 27.Create the breast by moving this vertex to the front:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/38.gif" border="1" height="485" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 28.Add these series of edges:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/39.gif" border="1" height="484" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 29.Create these edges with cut edges:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/40.gif" border="1" height="505" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 30.Adjust these vertex in side view:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/41.gif" border="1" height="501" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 31.Add these two series of edges:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/43.gif" height="453" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 32.Improve the geometry to have only polygons with 4 edges:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/44.gif" border="1" height="478" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 32.To mark the breast ,create these series of edges:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/45.gif" border="1" height="492" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 33.Mark the other part with these series of edges:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/46.gif" border="1" height="492" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 34.Select the vertex in the symetry axe and make a non uniform scale of 0 in the X axe(to align teh vertex):<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/47.gif" border="1" height="492" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 35.Make a copy in symetry and weld the central points:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/48.gif" border="1" height="622" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> The body is almost finished:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/49.gif" border="1" height="622" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 36.Make a chamfer with the vertex in top of the bottom back<br /> Than add these edges with cut to remove the polygons with 5 edges:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/50.gif" border="1" height="622" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 37.Extrude multiple times to create the tail:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/51.gif" border="1" height="497" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 38.End with a series of bevel and end by weld the vertex at the end:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/52.gif" border="1" height="599" width="500" /></center> </td></tr> <tr><td class="tutotd"> So we obtain the body:<br /><br /> <center><img src="http://www.3dimensions.us/tuto_lionne_body_imgs/53.gif" border="1" height="435" width="550" /></center> </td></tr> </tbody></table> <span class="article_seperator"></span>.Begin with a box:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/1.gif" border="1" height="483" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 2.With chamfer, double the edges of one side:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/2.gif" border="1" height="515" width="500" /></center><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/3.gif" border="1" height="29" width="160" /></center><br /></td></tr> <tr><td class="tutotd"> 3.In the top view track the vertex to the rearand weld them on two sides with weld target:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/4.gif" border="1" height="536" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 4.Extrude 4 times to create the fingers:<br /><br /> <center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/5.gif" border="1" height="494" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 5.Begin to give the shape to the base of the hand, prepared the extrusion of the inch:<br /><br /> <center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/6.gif" border="1" height="494" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 6.Extrude the inch:<br /><br /> <center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/7.gif" border="1" height="275" width="250" /></center><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/8.gif" border="1" height="275" width="250" /></center><br /></td></tr> <tr><td class="tutotd"> 7.Select the polygons as this and make a slice plane. Place the section plan<br /> in the right direction and click slice. Deactivate slice plane(It is as the slice modifier)<br /> Do this for all fingers:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/9.gif" border="1" height="616" width="500" /></center><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/10.gif" height="97" width="157" /></center><br /></td></tr> <tr><td class="tutotd"> 8.Add these series of edges on top of the hand:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/12.gif" border="1" height="490" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 9.In the bottom begin by make invisible these edges:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/13.gif" border="1" height="527" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 10.Cut these edges:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/14.gif" border="1" height="549" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 11.With cut add these series of edges:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/15.gif" border="1" height="525" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 12.On the other side add these series of edges:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/16.gif" border="1" height="568" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 13.Rounded the fingers by selecting the vertex and scale non uniformein the Z axe:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/17.gif" border="1" height="493" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 14.In the side view, select the vertex and rotate them to make the fingers more rounded:<br /><br /> <center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/18.gif" border="1" height="422" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 15.Adjust the length of the fingers.<br /> Rotate a little bit in z (the fingers are not rightly aligned to the hand)<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/19.gif" border="1" height="566" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 16.Select all the edges of the articulations (in version 5 and upper use the loop tool):<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/22.gif" border="1" height="563" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 17.in the top view an in the bottom view adjust the vertex as this:<br /> <center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/23.gif" border="1" height="527" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 18.Chamfer the center edge:<br /><br /> <center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/24.gif" border="1" height="498" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 19.Extrude the polygones 2 times with each times a scale uniform:<br /><br /> <center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/25.gif" border="1" height="577" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 20.With cut edge, add these edges to the end of the fingers and weld the vertex in the center:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/26.gif" border="1" height="463" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 21.Pull the edges like this:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/27.gif" border="1" height="553" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 22.make invisible the edge in the ceneter and visible these 2 edges:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/28.gif" border="1" height="560" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 23.End by adjusting the shape of the hand. Extrude 1 time to create the wrist:<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/29.gif" border="1" height="496" width="500" /></center><br /></td></tr> <tr><td class="tutotd"> 24.Place it right and attach it with the body (see the body part)<br /> weld the vertex 2 by 2<br /> if the number of vertex are different add the missing vertex by using the cut edge.<br /><br /><center><img src="http://www.3dimensions.us/tuto_lionne_hand_imgs/30.gif" border="1" height="451" width="500" /></center><br /><br /></td></tr></tbody></table> <span class="article_seperator"><br /></span>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com1tag:blogger.com,1999:blog-6584210887920549677.post-71913416832294343892009-01-03T07:41:00.000-08:002009-01-03T07:45:32.075-08:00bat1. First download racket image, something like front blueprint and then create plane in front view. Dimensions of plane must be the same with dimensions of picture.<br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/1.jpg" alt="Image" title="Image" border="0" height="424" hspace="6" width="600" /><br /><br /><br />2.In this picture it is more clear what I meant to say. As you can see I placed racket image in diffuse map slot and then assigned this material to plane object.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/2.jpg" alt="Image" title="Image" border="0" height="424" hspace="6" width="600" /><br /><br /><br />3. Create basic object like that will present top part of a racket.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/3.jpg" alt="Image" title="Image" border="0" height="424" hspace="6" width="600" /><br /><br /><br />4.Apply Edit Mesh modifier to it. With selected Edge option select out edges of object and then hold<br />Shift and drag. Try to have something like this.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/4.jpg" alt="Image" title="Image" border="0" height="424" hspace="6" width="600" /><br /><br /><br />5. The right part of racket in this picture is basically result of step 4 that is repeated several times ( 8 times to be precise). Whit selected one half click on Mirror button on main toolbar and chose Instance option.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/5.jpg" alt="Image" title="Image" border="0" height="424" hspace="6" width="600" /><br /><br /><br />6. Select polygons that are marked, hold shift and drag down a little bit and chose Clone to Element. After that select vertex and replace them to follow shape of a racket.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/6.jpg" alt="Image" title="Image" border="0" height="422" hspace="6" width="600" /><br /><br /><br />7. Repeat step 6 one more time and this is something I hope you get.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/7.jpg" alt="Image" title="Image" border="0" height="422" hspace="6" width="600" /><br /><br /><br />8. Select vertex of these three parts and close them up to each other. After that select all vertex that are blended together, you should have 12 of them, and then Click Weld button under the Edit Geometry properties.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/8.jpg" alt="Image" title="Image" border="0" height="422" hspace="6" width="600" /><br /><br /><br />9. In this step use method: select edge and hold Shift and drag and weld vertex wherever they blend. Here is a result.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/9.jpg" alt="Image" title="Image" border="0" height="422" hspace="6" width="600" /><br /><br /><br />10. Again, select edge + Shift + drag, but this time don’t weld vertex that blend. Here is a result.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/10.jpg" alt="Image" title="Image" border="0" height="422" hspace="6" width="600" /><br /><br /><br />11. Select these polygons and go to Edit Geometry and chose Slice Plane option. Rotate it like shown and click Slice.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/11.jpg" alt="Image" title="Image" border="0" height="423" hspace="6" width="600" /><br /><br /><br />12. After all this is done select one half and delete it. Again mirror the half that is left but this time chose Copy option and attach these two objects. Again, weld vertex that blend. Apply Turbo Smooth modifier.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/12.jpg" alt="Image" title="Image" border="0" height="424" hspace="6" width="600" /><br /><br /><br />13. To create handle draw cylinder like this and set sides to 6.<br /><br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/13.jpg" alt="Image" title="Image" border="0" height="424" hspace="6" width="600" /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/14.jpg" alt="Image" title="Image" border="0" height="424" hspace="6" width="600" /><br /><br /><br />15. Right click on line and go to Convert to Edit Spline. After that select segment under the little plus in modifier list and select line object. Go to Geometry and type 18 in Divide slot, and click Divide. Place vertex to fit the wire of a racket.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/15.jpg" alt="Image" title="Image" border="0" height="424" hspace="6" width="600" /><br /><br /><br />16. Go to Tools and chose Array option. Window will show up. Under the Type of Object chose Copy. Under the Array Dimensions chose 1D and type 15. Click Preview and set x parameter to fit your scene.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/16.jpg" alt="Image" title="Image" border="0" height="424" hspace="6" width="600" /><br /><br /><br />17. Create one horizontal wire line and set Divide to 15. Repeat step 16, but this time type 18 right to 1D option.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/17.jpg" alt="Image" title="Image" border="0" height="423" hspace="6" width="600" /><br /><br /><br />18. This part is tricky and is hard to explain. Attach all horizontal line to one object and all vertical to one, then select vertex and try to place them like this.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/18.jpg" alt="Image" title="Image" border="0" height="423" hspace="6" width="600" /><br /><br /><br />19. Create little tube like this for net holder.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/19.jpg" alt="Image" title="Image" border="0" height="423" hspace="6" width="600" /><br /><br /><br /><br />20. Copy it several times and place them like this.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/20.jpg" alt="Image" title="Image" border="0" height="423" hspace="6" width="600" /><br /><br /><br />21. I hope you recognize this part of racket. Select middle edge in racket profile and go to Edit Geometry and Chamfer it a little bit. Now, as shown select new created polygons and extrude them inside the racket.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/21.jpg" alt="Image" title="Image" border="0" height="423" hspace="6" width="600" /><br /><br /><br />22. This is a result you should get<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/22.jpg" alt="Image" title="Image" border="0" height="423" hspace="6" width="600" /><br /><br /><br />23. Now, create tube object and scale it along Y axis, here is a result.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/23.jpg" alt="Image" title="Image" border="0" height="423" hspace="6" width="600" /><br /><br /><br />24. Attach horizontal and vertical wire lines to one object. Go to Compound Objects and chose Boolean option. Pick tube object for OperandB.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/24.jpg" alt="Image" title="Image" border="0" height="423" hspace="6" width="600" /><br /><br /><br />25. Create this simple stitch using Shape modeling and copy it several times.<br /><br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/25.jpg" alt="Image" title="Image" border="0" height="423" hspace="6" width="600" /><br /><br /><br />26. Finally, this is a completed tennis racket<br /><br /><br /><img src="http://www.truecg.com/images/stories/3ds/tennis%20racket/26.jpg" alt="Image" title="Image" border="0" height="423" hspace="6" width="600" />mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-55351585790976657482008-12-29T22:43:00.000-08:002008-12-29T22:45:54.715-08:00eyes<a href="http://zivcg.com/galleries/ella/index.html" target="_blank"><img src="http://zivcg.com/images/ella_tutorial/thumb01.jpg" border="0" height="56" width="670" /><br /> </a><br /> In this tutorial I will cover some of the interesting steps of this project.<br /> I will cover modeling and rigging in general, texturing, working with complex hairs, rendering and compositing.<br /> I will also share a few tips and tricks as I show the process.<br /> (click on the thumbnails to see the full chapter's images)<br /> <a href="http://zivcg.com/galleries/bloodelf/index.html" target="_blank"> </a> <a href="javascript: void(0);" onclick="'Popup("><img src="http://zivcg.com/images/ella_tutorial/thumb02.jpg" height="56" width="670" /></a><br /> <br />The first step (as always) was to get a good reference. My friend Ella who is actually a model was kind enough to pose for me to get all the reference. I needed. Setting up good reference. for modeling (and for texturing later on) is an important step to do correctly. It is quite impossible to take a "perfect photo reference." because the camera will always have a certain perspective distortion. Also, the front and side images can never align perfectly so I did my best to set them up correctly based on elements like the eyes, nose, lips, and ears. for these reasons, these images only served as guidelines while modeling.<br />Even though this project is about a head portrait, I've decided to go all the way and make a full body first to save work for my next projects. To maximize my flexibility for later on, I've went ahead and made a quick rig for the model. I've used Biped for bones and did a quick skinning (its not perfect but It's good enough for initial posing, I'll probably use Zbrush to fix badly deformed areas). I've went ahead and created several morph targets to help me find my final expression quickly later on. Since the eyebrows and eyelashes were modeled separately, I found it very frustrating to get them to move correctly with the skin. The only solution that worked well for me was to break them into small groups and attach to.<br /><table id="standard_menu" class="mmenu"><tbody><tr><td class="menu_left"><br /></td> <td class="menu_center style1"><p align="left"> <a href="javascript: void(0);" onclick="'Popup("><img src="http://zivcg.com/images/ella_tutorial/thumb03.jpg" height="56" width="670" /></a><br /> <br />Uv mapping actually came before rigging. When I've reached the point I've decided the modeling is done, I've unwrapped the model before breaking the symmetry so that I only worked on half the model and this way I'll get pretty symmetrical mapping as well. I've used Pelt to determine where the seams will go and together with a little bit of relaxing and hand pulling of a few UV points, the uv chunks were perfectly ready with only a few very minor stretches. After the initial mapping was good enough, I broke the symmetry and went on to arrange the UV pieces as efficiently as possible. Since fine details on the face are more important, I've decided to break the head from the body and give it much more UV space.<br />After making sure i've minimized the Stretches., had as few seams as possible and used up as much of the uv space as I can without having any overlaps I've decided its time to start painting the textures.<br />I started off by sampling many of the elements from the many reference. pictures I first used for modeling, I've then sort of "flattened" the image, took out the contrast and minimized the highlights and shadows, this gave me a rough initial background for the textures. Next step would be to paint the "shades" - where the skin is generally brighter, darker, redder etc'. At this point it was time for me to start working on the finer details. a method I've used allot for this was to create many different pattern layers for freckles, spots, veins and other skin abnormalities, add a black mask to delete it and then slowly bring it back manually with low opacity white brush strokes.<br />To create bump and specular maps I simply desaturated all the color map layers and changed their value and contrast accordingly, only minor local painting was required afterwards.</p> </td> <td class="menu_right"> </td> </tr> <tr> <td class="menu_bottom_left"><img src="http://zivcg.com/images/table_bottom_left.gif" alt="" /></td> <td class="menu_bottom"> </td> <td class="menu_bottom_right"><img src="http://zivcg.com/images/table_bottom_right.gif" alt="" /></td> </tr> </tbody></table> <br /> <table id="standard_menu" class="mmenu"> <tbody><tr> <td class="menu_top_right"><img src="http://zivcg.com/images/table_top_left.gif" alt="" /></td> <td class="menu_top"><span class="style1"><strong><strong></strong><strong>Hair</strong></strong></span></td> <td class="menu_top_left"><img src="http://zivcg.com/images/table_top_right.gif" alt="" /></td> </tr> <tr> <td class="menu_left"> </td> <td class="menu_center style1"><p align="left"> <a href="javascript: void(0);" onclick="'Popup("><img src="http://zivcg.com/images/ella_tutorial/thumb04.jpg" height="56" width="670" /></a><a href="http://zivcg.com/galleries/bloodelf/index.html" target="_blank"><br /> </a><br />When I Started working on the hairs I've approached it as I always do. The first step was to clone the polygons that will grow hairs from the head to a new unrenderable mesh. I then added hairs and started combing and testing many different possibilities. A few pointers when working with max's hair:<br /> <strong>variation -</strong> this is the key to make your hair look interesting. Always try to test out how much you can push parameters that will create variations in your hair such as: rand scale, hue / value variation, frizz tip, randomize etc'.<strong><br /> Passes</strong> - it is often recommended to test how your hair looks when more than one pass is used. The higher the parameter, the softer the hair will render.<br /> <strong>Multi strand parameters</strong> - Hair often tends to clamp up and this feature simulates it nicely. I usually turn it on with root slay having a larger parameter than tip slay.<br /> <strong>Lights and shadows</strong> of your scene will make all the difference about how your hair's gonna render. usually using spotlights with shadow maps are ideal for hairs. An important decision that always needs to be made when working with hairs is if you want to render the hairs at buffer or MR prim mode. buffer usually renders faster and looks softer but MR prim works well with many different light and shadow types.<br />At a certain point I was struck with frustration when I realized that this method is good but it doesn't allow me full freedom and control to design the hair specifically as I want. That's when I came to realize I can work with many smaller groups of hairs instead and control them by splines. I started up by creating 1 spline which acts like the profile of the hair's shape and cloned it twice to 3 different elements that will control the hair. I've added hairs and pretty much used similar parameters as before. Shaping the hair to specific shapes was easy this way. I've clone the hair pieces many times to smaller and larger parts and re-adjusted every piece until I was happy with how it turned out.<br />For extra touches, I've added a few more groups for random single hairs to give it a little more "natural messy" feel.</p> </td> <td class="menu_right"> </td> </tr> <tr> <td class="menu_bottom_left"><img src="http://zivcg.com/images/table_bottom_left.gif" alt="" /></td> <td class="menu_bottom"> </td> <td class="menu_bottom_right"><img src="http://zivcg.com/images/table_bottom_right.gif" alt="" /></td> </tr> </tbody></table> <br /> <table id="standard_menu" class="mmenu"><tbody><tr> <td class="menu_top_right"><img src="http://zivcg.com/images/table_top_left.gif" alt="" /></td> <td class="menu_top"><span class="style1"><strong><strong></strong><strong>Rendering and compositing.</strong></strong></span></td> <td class="menu_top_left"><img src="http://zivcg.com/images/table_top_right.gif" alt="" /></td> </tr> <tr> <td class="menu_left"> </td> <td class="menu_center style1"><p align="left"> <a href="javascript: void(0);" onclick="'Popup("><img src="http://zivcg.com/images/ella_tutorial/thumb05.jpg" height="56" width="670" /></a><a href="http://zivcg.com/galleries/bloodelf/index.html" target="_blank"><br /> </a><br />The image was basically done with the hit of the render button but rendering many different passes allowed me some more fine tuning which was necessary mostly for high res details.<br /> I've rendered many different passes and used masks in photoshop to determine where and how much each pass is used.<br /> A few pointers about some of them -<br /> <strong>Specular</strong> - I've rendered this pass by turning off all the color maps and setting the diffuse to black (yep, using the built in pass rendering doesn't seam to like working with the SSS materials) I used this pass to control the level of highlights at different parts of the image.<br /> <strong> Falloff</strong> - Rendered the same way, only specular was turned off and I threw a falloff map in the reflection slot. This pass served to fake the "peach fuzz" effect at certain edges. When used correctly, it slightly gives an "oily" feeling to the skin.<br /> <strong> Hair </strong> - I've rendered out each and every piece of hair separately so that I'll have very good control over the colors of the hair in photoshop.<br /> <strong>Occlusion pass</strong> - this pass helped a bit to add more depth to the geometry. I wrote a <a href="http://zivcg.com/occtutorial.html">tutorial</a> on how I use it.<br /> <strong>Hair occlusion - </strong>Same as above. In order for the hair to render out correctly in the occlusion pass, you need to select your hair, under the "MR parameters" turn on "apply mr shader" and place your occlusion material there (you need to be in MR prim mode).<br /> <strong>Peach fuzz</strong> - This pass was rendered out for extra skin details that mainly show in the full resolution. I used a mask to make it show up only in areas it usually shows up like on the the lip or the chin.<br /> <br />That's it, after combining all the passes together, I went through some color correcting and some local fine tuning and <a href="http://zivcg.com/galleries/ella/images/ella_med.jpg" target="_blank">this</a> is the result (50% resolution). <br /> I hope this was informative and interesting for you. </p></td></tr></tbody></table>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-52017801867256768732008-12-15T02:55:00.001-08:002008-12-15T02:55:31.231-08:00౩ద్స్ max<p>1. To create pawn draw these two shapes for the beginning.</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/1.jpg" alt="Image" title="Image" border="0" width="600" height="424" hspace="6" /> </p><p>2. Here are 3 sub steps that you have to do. In first select circle and convert it to Edit Spline. Go to Geometry rollout and with selected Refine button create new vertex. In second sub step delete segments like it is shown and attach these two shapes. In third weld vertex that blend and select all vertex without first one and last one. Right click on it and chose Smooth.</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/2.jpg" alt="Image" title="Image" border="0" width="600" height="419" hspace="6" /> </p><p>3. Apply Lathe modifier and follow instruction from next picture.</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/3.jpg" alt="Image" title="Image" border="0" width="600" height="423" hspace="6" /> </p><p>4. To create knight draw plane in one of the viewports and again follow these three sub steps.</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/4.jpg" alt="Image" title="Image" border="0" width="600" height="423" hspace="6" /> </p><p>5. When you create profile of the knight figure apply Shell modifier and set inner amount whatever you like but try to get something like I did. Convert object to Edit Mesh and select outer edges and chamfer them a little bit and apply Turbo Smooth. To create base of a figure, use lathe method.</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/5.jpg" alt="Image" title="Image" border="0" width="600" height="423" hspace="6" /> </p><p>6. Convert knight to Edit Mesh and create simple cylinder with 3 sides and place it like I did. Go to Compound Object under the Create Panel and with Boolean operations cut the hole.</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/6.jpg" alt="Image" title="Image" border="0" width="600" height="424" hspace="6" /> </p><p>7. Here is a quick creating of the king. You can use this picture as reference.</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/7.jpg" alt="Image" title="Image" border="0" width="600" height="423" hspace="6" /> </p><p>8. For the rest of a figure just create little cross and for queen eight spheres. Using same lathe and Boolean method you can create bishop and rook figures.</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/8.jpg" alt="Image" title="Image" border="0" width="600" height="422" hspace="6" /> </p><p>9. To create board you must create one half. Here is a print screen of it. Convert to Edit Mesh and detach all sides, one by one. </p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/9.jpg" alt="Image" title="Image" border="0" width="600" height="422" hspace="6" /> </p><p>10. Here is a print screen how you should place your maps, diffuse and bump( they come with tutorial)</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/10.jpg" alt="Image" title="Image" border="0" width="600" height="424" hspace="6" /> </p><p>11. Wood material ( only change diffuse map).</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/11.jpg" alt="Image" title="Image" border="0" width="346" height="240" hspace="6" /> </p><p>12. Here is a light setup and. Color of light is light orange.</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/12.jpg" alt="Image" title="Image" border="0" width="600" height="422" hspace="6" /> </p><p>13. Very simple VRay render setup.</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/13.jpg" alt="Image" title="Image" border="0" width="443" height="388" hspace="6" /> </p><p>14. Go Render Element and Add VRay Zdepth element, click on enable. When you do this go to renderer and turn on VRay frame buffer.</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/14.jpg" alt="Image" title="Image" border="0" width="451" height="495" hspace="6" /> </p><p>15. When you save RGB and ZDepth images go to Photoshop for little make up. Copy ZDepth image to channel of RGB like in this print screen. After that is done go to filers and apply Lens Blur to RGB image, in source chose Alpha 1 and set Blur Focal Distance and Radius whatever you like.</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/15.jpg" alt="Image" title="Image" border="0" width="600" height="452" hspace="6" /> </p><p>16. For that old picture look import some old paper texture and paste it above RGB image and chose Overlay blend type and reduce opacity a little bit. To finish picture like I did type something like ‘’Chess’’ and blur it.</p><p><img src="http://www.truecg.com/images/stories/3ds/chess%20board/16.jpg" alt="Image" title="Image" border="0" width="600" height="450" hspace="6" /> </p><p> </p><p>Textures used in this tutorial:</p><p><a href="http://www.truecg.com/images/stories/3ds/chess%20board/black%20figure.jpg">black figure.jpg </a><br /><a href="http://www.truecg.com/images/stories/3ds/chess%20board/white%20figure.jpg">white figure.jpg </a><br /><a href="http://www.truecg.com/images/stories/3ds/chess%20board/figure%20bump.jpg">figure bump.jpg </a><br /><a href="http://www.truecg.com/images/stories/3ds/chess%20board/top%diff.jpg">top diff.jpg </a><br /><a href="http://www.truecg.com/images/stories/3ds/chess%20board/top%20disp.jpg">top disp.jpg </a><br /><a href="http://www.truecg.com/images/stories/3ds/chess%20board/side%20diffuse.jpg">side diffuse.jpg </a><br /><a href="http://www.truecg.com/images/stories/3ds/chess%20board/side%20disp.jpg">side disp.jpg </a></p>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-89112735556969217972008-12-15T02:40:00.000-08:002008-12-15T02:51:14.019-08:003dmax<p>1. For this example we are going to create simple city landscape. So, create this plane as ground.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/1.jpg" alt="Image" title="Image" border="0" width="600" height="422" hspace="6" /><br /><br />2. With boxes do something like this. And there we have our city.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/2.jpg" alt="Image" title="Image" border="0" width="600" height="423" hspace="6" /><br /><br />3. Put VRay Sun light in to a scene like this and set intensity multiplier to 0.035.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/3.jpg" alt="Image" title="Image" border="0" width="600" height="423" hspace="6" /><br /><br />4. Put VRay Physical camera in to a scene and set Type to video camera, f-number to 8 and film speed to 200.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/4.jpg" alt="Image" title="Image" border="0" width="600" height="422" hspace="6" /><br /><br />5. Go to material editor. Click on Get material and chose VRaySky from the list. Click on sun node slot and pick on sun in the scene and set sun intensity multiplier to 0.035.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/5.jpg" alt="Image" title="Image" border="0" width="359" height="481" hspace="6" /><br /><br />6. Here is a print screen of a render setup.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/6.jpg" alt="Image" title="Image" border="0" width="441" height="482" hspace="6" /><br /><br />7. Drag the VRaySky map to the skylight slot.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/7.jpg" alt="Image" title="Image" border="0" width="600" height="151" hspace="6" /><br /><br />8. Under the Color Mapping change type to Reinhard and set Gamma to 2.2.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/8.jpg" alt="Image" title="Image" border="0" width="441" height="125" hspace="6" /><br /><br />9. When you click render you should get something like this. On my computer it last 30 seconds.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/9.jpg" alt="Image" title="Image" border="0" width="600" height="480" hspace="6" /><br /><br />10. But we can cut our render time when we have animated camera. For nice circle camera path create sphere like I did in next picture and place Vray Physical camera on top of the sphere.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/10.jpg" alt="Image" title="Image" border="0" width="600" height="423" hspace="6" /><br /><br />11. With selected sphere go to Hierarchy panel and click on Affect Pivot Only and move pivot to the middle of ground plane so that pivot of sphere is on top of the camera target.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/11.jpg" alt="Image" title="Image" border="0" width="600" height="423" hspace="6" /><br /><br />12. With selected camera click on Select and Link. Hold left click and release it on the sphere. After that you can go frame 100 and click on Auto Key and rotate your sphere. When you finish with animation hide the sphere.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/12.jpg" alt="Image" title="Image" border="0" width="251" height="37" hspace="6" /><br /><br />13. To create Irradiance map set mode to Multiframe Incremental in V-Ray Irradiance Map. Check Don’t delete and auto save for output file.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/13.jpg" alt="Image" title="Image" border="0" width="431" height="257" hspace="6" /><br /><br />14. In VRay Global Switchers check Don’t render final image.This is very important.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/14.jpg" alt="Image" title="Image" border="0" width="442" height="237" hspace="6" /><br /><br />15. Under the Common Parameters in Time Output Set Every Nth Frame to 10 and check Active Time Segment 0 to 100.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/15.jpg" alt="Image" title="Image" border="0" width="441" height="162" hspace="6" /><br /><br />16. When rendering is done ( 10 minutes on my comp) go to V-Ray Irradiance map and chose From file Mode and Browse your irradiance map. Don’t forget to go back to Common Parameters and set Every Nth Frame to 1 and to uncheck Don’t render final image in VRay Global Switchers.<br />This way you will save a lot of render time. For this particular scene render time was 26 minutes with irradiance map and about 60 minutes without it.<br /><br /><img src="http://www.truecg.com/images/stories/3ds/exterier+irradiance%20map/16.jpg" alt="Image" title="Image" border="0" width="435" height="150" hspace="6" /></p><p> </p>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-71492263820345066882008-11-17T02:22:00.000-08:002008-11-17T02:50:03.295-08:00face<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dy7lU-WogcGistgpkCAU1qtukIylv7ag7gE-nZRuhPg3v0AE6Oi-aTR1uwDPYSV03j030d39__N0kwduIpr0g' class='b-hbp-video b-uploaded' frameborder='0'></iframe>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-20722023718607236132008-11-14T21:42:00.000-08:002008-11-14T21:51:21.564-08:00animation<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dxhAY3IBZVQzymS1Hsq-xwD9JzYaUAv6ZCwf8CAHzM_9M4vsgkF_wRDTFoRb-gA8W0RcAIrxpNc-53VtZ7lEg' class='b-hbp-video b-uploaded' frameborder='0'></iframe>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-49163394824557054282008-11-14T21:22:00.000-08:002008-11-14T21:28:19.855-08:00<iframe allowfullscreen='allowfullscreen' webkitallowfullscreen='webkitallowfullscreen' mozallowfullscreen='mozallowfullscreen' width='320' height='266' src='https://www.blogger.com/video.g?token=AD6v5dzsCO9v0BhytPiaQNPhEuqpi2POSIpgtmCftlXWYlB8q5shzML58awHW52xmW-O9Kf06qYrp9LJQEKuoLN7Lg' class='b-hbp-video b-uploaded' frameborder='0'></iframe>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-50734043007732878352008-11-12T22:49:00.000-08:002008-11-12T22:51:18.624-08:00lesson2<h2><a href="http://www.3dvia.com/blog/2008/04/02/3d-mashup-tool-mixes-your-pictures-with-3d-models-introducing-3dcollage/" rel="bookmark" title="Permanent Link to 3D Mashup Tool Mixes Your Pictures with 3D Models, Introducing 3Dcollage">3D Mashup Tool Mixes Your Pictures with 3D Models, Introducing 3Dcollage</a></h2> <span class="post-cat"><a href="http://www.3dvia.com/blog/category/3d-experience/" title="View all posts in 3D Experience" rel="category tag">3D Experience</a>, <a href="http://www.3dvia.com/blog/category/3dcollage/" title="View all posts in 3Dcollage" rel="category tag">3Dcollage</a>, <a href="http://www.3dvia.com/blog/category/release-update/" title="View all posts in Update" rel="category tag">Update</a></span> <span class="post-comments"><a href="http://www.3dvia.com/blog/2008/04/02/3d-mashup-tool-mixes-your-pictures-with-3d-models-introducing-3dcollage/#comments" title="Comment on 3D Mashup Tool Mixes Your Pictures with 3D Models, Introducing 3Dcollage">2 Comments »</a></span> <span class="post-author"> posted by <a href="http://www.3dvia.com/blog/author/david/" title="Posts by David">David</a> </span> <p><a href="http://www.facebook.com/apps/application.php?id=23760926672"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/04/3dcollage_1.jpg" style="margin: 5px 20px 15px 0px;" align="left" /></a></p> <p>Here is an application of our 3D technology that we have had almost too much fun putting together. <a target="_blank" href="http://www.facebook.com/apps/application.php?id=23760926672">Welcome 3Dcollage</a>, our new picture application for Facebook that will <strong>let you overlay 3D models from 3DVIA.com on your favorite pictures </strong>to create new “3D mashups”. These new mashups can be published to your profile or, even better, sent to your friends Facebook profiles.</p> <p>Why would you want to do this?…Not only is 3Dcollage is a great way to dress up your Facebook profile, but it allows you to create stunning new images in a way not currently possible. You can position and re-position 3D models over 2D images in a natural way, making use of 3D effects such as lighting, sizing, and rotation to create your own Facebook works of art.</p> <p>Check out these 2 pictures as a very simple demonstration of what you can do with the same model over a picture. Models in 3Dcollage can be easily placed, spun and positioned in anyway that you want.</p> <p><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/04/model1.jpg" style="margin: 0px 5px 0px 0px;" height="164" width="225" /> <img src="http://www.3dvia.com/blog/wp-content/uploads/2008/04/model2.jpg" height="164" width="226" /></p> <p>Now I am not making any political statements, but I found an interesting demonstration of the 3Dcollage idea on the <a target="_blank" href="http://www.facebook.com/album.php?aid=32314&id=23760926672">campaign ‘08 group on Facebook</a> using a Barack Obama model found on 3DVIA.com.</p> <p><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/04/bush1.jpg" style="margin: 0px 5px 0px 0px;" height="166" width="225" /> <img src="http://www.3dvia.com/blog/wp-content/uploads/2008/04/bush2.jpg" height="166" width="225" /></p> <p>Interested in trying it for yourself? It’s easy to do…first, <a target="_blank" href="http://www.facebook.com/apps/application.php?id=23760926672">login in to your Facebook</a> account (Facebook accounts are free) and then in 3Dcollage,</p> <p>1. Upload your picture - or search for one on Flickr<br />2. Import a 3D model from the 3DVIA.com library<br />3. Position it any way you like on your picture<br />4. Click the camera icon to publish it to your profile or send it to your friends<br />5. Rinse & Repeat.</p>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-62342559152251030152008-11-12T22:43:00.000-08:002008-11-12T22:47:15.828-08:003dvia<div class="post" id="post-758"> <div class="post-date"><span class="post-month">Oct</span> <span class="post-day">27</span></div> <div class="entry"> <h2><a href="http://www.3dvia.com/blog/2008/10/27/using-template-files-in-shape-20/" rel="bookmark" title="Permanent Link to Using Template Files in Shape 2.0">Using Template Files in Shape 2.0</a></h2> <span class="post-cat"><a href="http://www.3dvia.com/blog/category/3d-experience/" title="View all posts in 3D Experience" rel="category tag">3D Experience</a>, <a href="http://www.3dvia.com/blog/category/3dvia-shape/" title="View all posts in 3DVIA Shape" rel="category tag">3DVIA Shape</a>, <a href="http://www.3dvia.com/blog/category/shapetutorials/" title="View all posts in 3DVIA Shape Tutorials" rel="category tag">3DVIA Shape Tutorials</a>, <a href="http://www.3dvia.com/blog/category/tutorials/" title="View all posts in Tutorials" rel="category tag">Tutorials</a></span> <span class="post-comments"><a href="http://www.3dvia.com/blog/2008/10/27/using-template-files-in-shape-20/#comments" title="Comment on Using Template Files in Shape 2.0">3 Comments »</a></span> <span class="post-author"> posted by <a href="http://www.3dvia.com/blog/author/dswavely/" title="Posts by dswavely">dswavely</a> </span> <div class="post-content"> <p><a href="http://www.3dvia.com/blog/wp-content/uploads/2008/10/opening-view-of-file-5-25-w.png" title="opening-view-of-file-5-25-w.png"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/10/opening-view-of-file-5-25-w.png" alt="opening-view-of-file-5-25-w.png" /></a></p> <p>Why do things more than once? Whatever your passion is in 3DVIA Shape 2.0 modeling, you can create template files like <a target="_blank" href="http://www.3dvia.com/gsmith/">gsmith</a> has and save enormous amounts of time. He shows us how valuable it is to create a single model containing a bunch of common elements that we can then select, copy, re-position and re-texture to make a new model. Then we just delete the leftovers and publish it as our own custom model.</p> <p>It’s like having a 3D catalog of housing choices that we can use to build just what we want. His <a target="_blank" href="http://www.3dvia.com/gsmith/media/61238557697B4D5F">Colonial House Template</a> file is complete with instructions too!</p> <p><a href="http://www.3dvia.com/blog/wp-content/uploads/2008/10/complete-instructions-highlighted-5-25-w.png" title="complete-instructions-highlighted-5-25-w.png"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/10/complete-instructions-highlighted-5-25-w.png" alt="complete-instructions-highlighted-5-25-w.png" /></a></p> <p>The yellow highlighted “Secret tip for aligning extensions” is very valuable, so I’ll add some images here to hopefully help make it even easier. Please pardon so much scrolling to see the images, but it’s important to see the difference between one action and another and what it is that you should be looking for.</p> <p>First, an important note about selecting:</p> <p><a href="http://www.3dvia.com/blog/wp-content/uploads/2008/10/click-to-select-just-a-part-of-the-model-2375-h.png" title="click-to-select-just-a-part-of-the-model-2375-h.png"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/10/click-to-select-just-a-part-of-the-model-2375-h.png" alt="click-to-select-just-a-part-of-the-model-2375-h.png" /></a> <a href="http://www.3dvia.com/blog/wp-content/uploads/2008/10/select-whole-object-2375-h.png" title="select-whole-object-2375-h.png"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/10/select-whole-object-2375-h.png" alt="select-whole-object-2375-h.png" /></a></p> <p>If you just select a face or line, as in the left hand picture above, you won’t be able to move or change anything except what is highlighted with a blue dashed outline. If you select the box inside the blue circle, then you select the whole item, as shown in the right hand picture above. Once you’ve selected the whole object then you can copy and paste it and use the “Secret tip”.</p> <p><a href="http://www.3dvia.com/blog/wp-content/uploads/2008/10/copy-paste-no-space-bar-5-0-w.png" title="copy-paste-no-space-bar-5-0-w.png"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/10/copy-paste-no-space-bar-5-0-w.png" alt="copy-paste-no-space-bar-5-0-w.png" /></a></p> <p>I’ve rotated the model a little, but if you select the whole object, then copy and paste it ( ctrl-c / ctrl-v ) it will look like it does above.</p> <p><a href="http://www.3dvia.com/blog/wp-content/uploads/2008/10/center-pick-the-anchor-point-5-0-w.png" title="center-pick-the-anchor-point-5-0-w.png"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/10/center-pick-the-anchor-point-5-0-w.png" alt="center-pick-the-anchor-point-5-0-w.png" /></a></p> <p>This is the “Secret” - after you paste the selected object ( ctrl-v ) and <strong>before you do anything else, PRESS THE SPACE BAR</strong>. Now your object has the measles - oh, I mean it’s covered with orange spots that you can now choose as anchor points. The anchor point that I want to use is circled in green.</p> <p><a href="http://www.3dvia.com/blog/wp-content/uploads/2008/10/possible-selection-points-5-0-w.png" title="possible-selection-points-5-0-w.png"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/10/possible-selection-points-5-0-w.png" alt="possible-selection-points-5-0-w.png" /></a></p> <p>Now that I’ve left clicked to select an anchor point, as I move the copy closer to the original, the original gets blue spots all over it (some of which are highlighted with green circles). This shows potential points that my selected anchor point can be latched onto. The one that I want to match up with is circled in red.</p> <p> <a href="http://www.3dvia.com/blog/wp-content/uploads/2008/10/yellow-line-shows-with-red-callout-5-0-w.png" title="yellow-line-shows-with-red-callout-5-0-w.png"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/10/yellow-line-shows-with-red-callout-5-0-w.png" alt="yellow-line-shows-with-red-callout-5-0-w.png" /></a></p> <p>The yellow dashed line shows that the copy is aligned horizontally with the original using the center of both objects - just like I want it to be.</p> <p><a href="http://www.3dvia.com/blog/wp-content/uploads/2008/10/blue-dot-all-ok-5-0-w.png" title="blue-dot-all-ok-5-0-w.png"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/10/blue-dot-all-ok-5-0-w.png" alt="blue-dot-all-ok-5-0-w.png" /></a></p> <p>As I move the copy closer to the original, it will snap into place and indicate with a blue square that the alignment is complete.</p> <p>* It is important to note that once you have joined one object to another (like we just did), you cannot disconnect it as a unit later. If you are lucky and realize it soon enough, you can use the undo button. You can also delete it face by face if you have to, but it can be time-consuming.</p> <p>So, now you know the secret and can start making custom houses that are all yours without having to do all of the work from scratch. Thank you gsmith!</p> <p>NEXT - we explore the “texture as desired” part of his instructions. It’s kind of like a recipe where the instructions say “salt and pepper to taste”. Adding textures can be a lot of fun and make all the difference in how your house tastes - I mean looks!</p> <p><script type="text/javascript">SHARETHIS.addEntry({ title: "Using Template Files in Shape 2.0", url: "http://www.3dvia.com/blog/2008/10/27/using-template-files-in-shape-20/" });</script><span id="sharethis_0"><a href="http://www.3dvia.com/blog/category/tutorials/#" title="ShareThis via email, AIM, social bookmarking and networking sites, etc." class="stbutton stico_default"><span class="stbuttontext">ShareThis</span></a></span></p> </div> </div> </div> <div class="post" id="post-248"> <div class="post-date"><span class="post-month">Oct</span> <span class="post-day">16</span></div> <div class="entry"> <h2><a href="http://www.3dvia.com/blog/2008/10/16/vehicle-design-102-games/" rel="bookmark" title="Permanent Link to Vehicle Design 102: Games">Vehicle Design 102: Games</a></h2> <span class="post-cat"><a href="http://www.3dvia.com/blog/category/tutorials/" title="View all posts in Tutorials" rel="category tag">Tutorials</a></span> <span class="post-comments"><a href="http://www.3dvia.com/blog/2008/10/16/vehicle-design-102-games/#respond" title="Comment on Vehicle Design 102: Games">No Comments »</a></span> <span class="post-author"> posted by <a href="http://www.3dvia.com/blog/author/juan/" title="Posts by jdelrio">jdelrio</a> </span> <div class="post-content"> <p><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/10/blog_vec_des_102.jpg" alt="blog_vec_des_102.jpg" /> </p> <p>In my previous blog we talked about individual vehicle design. In this blog we will explore vehicle design for games. There are a few considerations you must keep in mind when designing vehicles for games, today we’ll cover 3: Mobbing up, Flavor, and Balance.</p> <h3>Mobbing up</h3> <p>No man is an island, in games, no one vehicle can win a game. Sure there are mega/epic units but by themselves they will get over powered and destroyed. Build vehicles that can accomplish their one particular role well. Don’t add weapons and abilities “just in case”. You want the player to build all the wonderful units you made and use them all as one cohesive swarm. Each vehicle performs one role well, and all others badly, but in a group, it can’t be defeated. The best real world examples are Navy Battle Groups. Large formations of ships supporting one another with specific combat roles. </p> <h3>Flavor</h3> <p>Here is where we get creative. All games have factions or races, each one with a particular flavor. You can’t give a vehicle with laser gatling guns to a nomadic faction that cobbles together their technology from various junk piles. When building for a particular faction, write down their strengths, weaknesses and what makes them unique from the other factions. Keep this in mind when you create a new vehicle. That laser gatling gun vehicle could be an excellent anti infantry unit for a techie cyborg based race.</p> <h3>Balance</h3> <p>Here is where we make sure the game play remains fair for each faction. The main point of balance is to keep the game fun but challenging. No one likes a game they can’t win, and no one really enjoyes a $50 game they can beat in 15 minutes with 2 units.</p> <p>Vehicles for each of the armies in the game usually have a direct corresponding vehicle in each of the other armies and a suitable counter vehicle. In this respect, you see many armies have an anti aircraft vehicle. You use the flavor to make them really different from each other, but they perform the same function, thereby creating balance.<br /><br />A popular balance method is the old Paper-Rock-Scissors. Where class A vehicle defeats class B vehicle - class B defeats class C vehicle - class C defeats class A. </p> <p>You’ll find some games that don’t follow these general rules, and go so far as to create units that one faction will have more trouble defeating than another, attempting to create a 3 way faction balance. These games usually give you other alternatives like super weapons/units, or the ability to pair up with another player using diplomacy rules to defeat a stronger army.</p> <p>Recently some games have allowed you to customize special modular vehicles, allowing you to alter the role of the vehicle to meet your needs. These tend to be a unique vehicle, and allow you to create some real power houses adding an element of unbalance in to gameplay but creating a really fun (albeit unfair) experience as a trade off.</p> <p>No mater the method you chose for balance, always keep in mind that each vehicle you create has a role within its flavor/faction/race, and it is best supported be an army of specialist vehicles covering each others’ weaknesses. All working together to defeat the latest evil nasty nameless army that has threatened your people with ever lasting elevator music!</p> <p>Till next time,<br />Fight well, honorably and often<br />-Juan</p> <p><span style="color:#808080;">-Models in the Tittle Image where created for a GI-Joe mod by Brendan Fennimore, Chris McCune, Jonathan Millman, and Juan M. Del Rio.</span></p> <p><script type="text/javascript">SHARETHIS.addEntry({ title: "Vehicle Design 102: Games", url: "http://www.3dvia.com/blog/2008/10/16/vehicle-design-102-games/" });</script><span id="sharethis_1"><a href="http://www.3dvia.com/blog/category/tutorials/#" title="ShareThis via email, AIM, social bookmarking and networking sites, etc." class="stbutton stico_default"><span class="stbuttontext">ShareThis</span></a></span></p> </div> </div> </div> <div class="post-date"><span class="post-month">Aug</span> <span class="post-day">28</span></div> <h2><a href="http://www.3dvia.com/blog/2008/08/28/how-to-export-catia-v5-3dxml-files-for-3dvia/" rel="bookmark" title="Permanent Link to How to export CATIA V5 3DXML files for 3DVIA">How to export CATIA V5 3DXML files for 3DVIA</a></h2> <span class="post-cat"><a href="http://www.3dvia.com/blog/category/catia/" title="View all posts in CATIA" rel="category tag">CATIA</a>, <a href="http://www.3dvia.com/blog/category/tutorials/" title="View all posts in Tutorials" rel="category tag">Tutorials</a></span> <span class="post-comments"><a href="http://www.3dvia.com/blog/2008/08/28/how-to-export-catia-v5-3dxml-files-for-3dvia/#comments" title="Comment on How to export CATIA V5 3DXML files for 3DVIA">6 Comments »</a></span> <span class="post-author"> posted by <a href="http://www.3dvia.com/blog/author/dswavely/" title="Posts by dswavely">dswavely</a> </span> <p>3D models make our world possible - and fun too! Whether our 3D models are the internal bulkhead of the next major airliner or the latest clothing mod for our hot avatar, 3D makes it better. 3DVIA.com is a gathering place for all kinds of models and modelers. Check out the latest architectural ideas or explore historical steam engines for some perspective. Learn some cool new things and have some fun.</p> <p>In order to keep the fun factor up and the frustration factor down, this post provides some useful tips to export your CATIA models so that they can be easily uploaded and shared on 3DVIA.com.</p> <p><a target="_blank" href="http://www.3dvia.com/phil/media/BE58A2B48698AABC"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/08/skiier-2-1-0-ht.png" alt="skiier-2-1-0-ht.png" /></a> <a target="_blank" href="http://www.3dvia.com/Phong/media/FBEEDFF1C3D5E7F9"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/08/mirage-2-1-0-ht.png" alt="mirage-2-1-0-ht.png" /></a> <a target="_blank" href="http://www.3dvia.com/smashingcadillac/media/2008C316283A0C1E"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/08/rear-of-rc-car-3-1-0-ht-narrow.png" alt="rear-of-rc-car-3-1-0-ht-narrow.png" /></a> <a target="_blank" href="http://www.3dvia.com/delmia/media/D08835C6D8EAFCCE"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/08/fanuc-2-1-0-ht.png" alt="fanuc-2-1-0-ht.png" /></a> <a target="_blank" href="http://www.3dvia.com/Jonathan/media/01F82537091B2D3F"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/08/coffee-maker-3-anti-aliasing-1-0-ht.png" alt="coffee-maker-3-anti-aliasing-1-0-ht.png" /></a> </p> <p>Dassault Systemes’ CATIA is a creative tool that is highly respected throughout the world for its wide-ranging capabilities. Fortunately; Fabrice Pinot, member of the CATIA Solutions team in Suresnes, France, has kindly offered some valuable information to help make it as easy as possible to export your CATIA V5 models in a way that allows them to look their best on 3DVIA.com.</p> <p>So, in his own words:</p> <p>There are 2 options that are very important for the 3DXML exports from CATIA V5 to 3DVIA.com.</p> <p>First is the type of 3D mesh which is used for the geometry. At the present time, the supported mesh in 3DVIA.com is specified in the following option, it is a mesh in ASCII code.</p> <p><a href="http://www.3dvia.com/blog/wp-content/uploads/2008/08/catia-3d-mesh-options-5-0.png" title="catia-3d-mesh-options-5-0.png"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/08/catia-3d-mesh-options-5-0.png" alt="catia-3d-mesh-options-5-0.png" /></a></p> <p>The second option deals with 3D Accuracy:</p> <p><a href="http://www.3dvia.com/blog/wp-content/uploads/2008/08/catia-3d-accuracy-options-5-0.png" title="catia-3d-accuracy-options-5-0.png"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/08/catia-3d-accuracy-options-5-0.png" alt="catia-3d-accuracy-options-5-0.png" /></a></p> <p>For products; where all the parts have roughly the same size, such as consumer goods or hi-tech products, we recommend setting a fixed accuracy from 0.1 to 0.2.</p> <p>Fixed 3D Accuracy sets a fixed sag value (from 0.01 to 10), which is used for calculating tessellation on all objects and does not vary with object size. The sag value defines the chordal deviation for curves and surfaces. The “curve chordal deviation” represents the maximum distance between a polyline (”chord”) whose end points lie on a curve and a point on the curve:</p> <p><a href="http://www.3dvia.com/blog/wp-content/uploads/2008/08/catia-chordal-deviation.png" title="catia-chordal-deviation.png"><img src="http://www.3dvia.com/blog/wp-content/uploads/2008/08/catia-chordal-deviation.png" alt="catia-chordal-deviation.png" /></a></p> <p>For detailed models of cars, boats or planes, we recommend setting a proportional tessellation of 0.1 to 0.2 as you may have small parts and huge ones. In this case tessellation is calculated according to object size: the larger the object, the coarser the tessellation. For the same 3D accuracy setting, the tessellation on small objects is always finer than on large objects. Please note that the toggle does not represent a distance, but a parameter, as the actual sag will depend on the object’s size.</p> <p>Of course, in both cases, the finer the parameter, the larger the 3DXML file. Uploaded files are limited to 10MB on 3DVIA.com. If your file is bigger, then toggle this 3D accuracy parameter in order to be below this value.</p> <p>Other tips: </p> <p>Products originally created in CATIA V5 have the Z axis as the vertical axis, so there are no modifications to perform to have them appear in the proper orientation in 3DVIA.com. If this is not the case, it is always possible to insert this product into a newly created one and rotate the inserted model with the 3D Compass.</p> <p>Textures created in CATIA V5 are supported, do not hesitate to use them. It gives a better aspect of your product at a minimum cost.</p> <p>SPECIAL NOTE: These suggestions are valid for V5R18 and V5R19SP1. V6 compliance and tips are in the works. Stay tuned.</p>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-65414763294986782622008-11-10T03:15:00.000-08:002008-11-10T03:19:18.249-08:00<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj07bCAMaUuENoVaZz_gUjRNoraBzNfSSUEUE4FBji4TmMLZ57wjxAULODhKUVC4ltd6uEProQzhTUKWRpCVTq9QfqkgPwpzWKt-FV7qnxZKv6iWWaMeHPmH8IqMPzYEeCqDwn08oWxL1E/s1600-h/554.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 125px; height: 53px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj07bCAMaUuENoVaZz_gUjRNoraBzNfSSUEUE4FBji4TmMLZ57wjxAULODhKUVC4ltd6uEProQzhTUKWRpCVTq9QfqkgPwpzWKt-FV7qnxZKv6iWWaMeHPmH8IqMPzYEeCqDwn08oWxL1E/s320/554.jpg" alt="" id="BLOGGER_PHOTO_ID_5266986643904498690" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnLQ2HacwA972pVxDwyrcytLDd5ADOfv3X-jo6eJrsY662HTC-oBG1syIPPw_MTKBF2JiguHIYsXX16LYzuZQzr3Mr2FJ4rUEW2QWDls3NZp9QwjNizd7bEP6FnmGRyYwjngsYGwbMnb4/s1600-h/112.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 214px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnLQ2HacwA972pVxDwyrcytLDd5ADOfv3X-jo6eJrsY662HTC-oBG1syIPPw_MTKBF2JiguHIYsXX16LYzuZQzr3Mr2FJ4rUEW2QWDls3NZp9QwjNizd7bEP6FnmGRyYwjngsYGwbMnb4/s320/112.jpg" alt="" id="BLOGGER_PHOTO_ID_5266986641631043474" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJBKQA1_SHuNJ_9F_Cr2zC8wFCYXvrSvgniZOT9B9idvga46j-xpjDDziwmv_DdpvbBG4rXt3O1RwXNkv9K8JoL5M9GwEFy1ssutEP0Qd_ea0EobXctw7gj4ce0VIf_i_3LdrdpoEGVuY/s1600-h/66.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 136px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJBKQA1_SHuNJ_9F_Cr2zC8wFCYXvrSvgniZOT9B9idvga46j-xpjDDziwmv_DdpvbBG4rXt3O1RwXNkv9K8JoL5M9GwEFy1ssutEP0Qd_ea0EobXctw7gj4ce0VIf_i_3LdrdpoEGVuY/s320/66.jpg" alt="" id="BLOGGER_PHOTO_ID_5266986633974628162" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqdevgv0EQDe0wNjho_DAOL_SDXBEOoD2CcTMANDwBe4da9cPgUnIUB9_bpESTTy3onYtL0vnKZ8RzP2r3gOZUIOA0jHUVnA1nSyqQGS4yWnccX2WsjTKXSY7-ie0j114pixyIwSLs3xM/s1600-h/44.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 136px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiqdevgv0EQDe0wNjho_DAOL_SDXBEOoD2CcTMANDwBe4da9cPgUnIUB9_bpESTTy3onYtL0vnKZ8RzP2r3gOZUIOA0jHUVnA1nSyqQGS4yWnccX2WsjTKXSY7-ie0j114pixyIwSLs3xM/s320/44.jpg" alt="" id="BLOGGER_PHOTO_ID_5266986629757244834" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVdWh5uyp3kYKsm-J1Y2A1SrmVHBJvGHlsQWvikO_Py-dumEIXbt4Ac6IFxVgmL0pnuJkT8pixDjOC5lsQwgXLpdDJLKPrkz-0S1qPZ-4hXgHIpWbJel5tIxXSenkBCevPky-MlPXx5oA/s1600-h/55.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 136px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVdWh5uyp3kYKsm-J1Y2A1SrmVHBJvGHlsQWvikO_Py-dumEIXbt4Ac6IFxVgmL0pnuJkT8pixDjOC5lsQwgXLpdDJLKPrkz-0S1qPZ-4hXgHIpWbJel5tIxXSenkBCevPky-MlPXx5oA/s320/55.jpg" alt="" id="BLOGGER_PHOTO_ID_5266986627275931426" border="0" /></a>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-16204591076449589612008-11-10T03:02:00.000-08:002008-11-10T03:08:41.206-08:00<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgurEyEVFllftjSDkIaoc1MhsaoXVaZFVNfKaH2DmI_TG0w9LctBA9SqNHUQoaYRBOh2S6hVUXeongurzXWahCaIBtFnshfLKYkUXlrHXmKjkmlFs3Q4xXqVFDq-AIMdgRbZF48WqT1q6Y/s1600-h/112.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 214px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgurEyEVFllftjSDkIaoc1MhsaoXVaZFVNfKaH2DmI_TG0w9LctBA9SqNHUQoaYRBOh2S6hVUXeongurzXWahCaIBtFnshfLKYkUXlrHXmKjkmlFs3Q4xXqVFDq-AIMdgRbZF48WqT1q6Y/s320/112.jpg" alt="" id="BLOGGER_PHOTO_ID_5266983776971439778" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5_oWT_1WzWtuwbS6Wz9mTg9Z8ftegC1qbAv6SQaQlnbrv51rj2dW2czTFtlMjanSnf8GASaBIBvix5MLheOEeOvsj0662_10Hptts1n20Qyhxyo26TPOluilawMq3HcAzsxW61BQaLiE/s1600-h/33.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 214px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj5_oWT_1WzWtuwbS6Wz9mTg9Z8ftegC1qbAv6SQaQlnbrv51rj2dW2czTFtlMjanSnf8GASaBIBvix5MLheOEeOvsj0662_10Hptts1n20Qyhxyo26TPOluilawMq3HcAzsxW61BQaLiE/s320/33.jpg" alt="" id="BLOGGER_PHOTO_ID_5266983773513143010" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSsJ1_Rcekjeyjh9umq7Zc-zIzcgWZs0bNnE-r4bgN4udJcDnKudl5u1gROjG3nFXcx0CSFtoDW62Fcu8n3Bkdcx0SyDQFI6Sgtqbdz-O010qUic0FezONpZrC0irBoYvbtgEDj7jKPTs/s1600-h/11.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 214px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhSsJ1_Rcekjeyjh9umq7Zc-zIzcgWZs0bNnE-r4bgN4udJcDnKudl5u1gROjG3nFXcx0CSFtoDW62Fcu8n3Bkdcx0SyDQFI6Sgtqbdz-O010qUic0FezONpZrC0irBoYvbtgEDj7jKPTs/s320/11.jpg" alt="" id="BLOGGER_PHOTO_ID_5266983772983019890" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuZqHQYUGjMFdCevJoL60zY6yj6-ssN0LAOs1X8q8asjfwqq1JRv0YFk_bwbR0kJNWEoii0zvkqXaZTKPekeZ97HjOj2jscSGQ5SOXGkuYtR8V_dKuRZGkjcRMD4JqOLGQeTNeHbUwEH4/s1600-h/22.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 214px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuZqHQYUGjMFdCevJoL60zY6yj6-ssN0LAOs1X8q8asjfwqq1JRv0YFk_bwbR0kJNWEoii0zvkqXaZTKPekeZ97HjOj2jscSGQ5SOXGkuYtR8V_dKuRZGkjcRMD4JqOLGQeTNeHbUwEH4/s320/22.jpg" alt="" id="BLOGGER_PHOTO_ID_5266983765946858850" border="0" /></a>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-35551599127172907132008-11-10T02:12:00.000-08:002008-11-10T03:02:15.655-08:00<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEim-FWDK70Uxa2iZv9gij1ZXZ17wJ_esNzFecVQ3tr8ZvEEsScHRUJcD5-VjF1J27MsAc6E3PCSoKXzkf11B-DOhjabXTCaVD1TaEO3sO6ERhWmW_Lr7ToYe2_smp5kwQvDKoP_aelDclw/s1600-h/11.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 214px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEim-FWDK70Uxa2iZv9gij1ZXZ17wJ_esNzFecVQ3tr8ZvEEsScHRUJcD5-VjF1J27MsAc6E3PCSoKXzkf11B-DOhjabXTCaVD1TaEO3sO6ERhWmW_Lr7ToYe2_smp5kwQvDKoP_aelDclw/s320/11.jpg" alt="" id="BLOGGER_PHOTO_ID_5266982153434310514" border="0" /></a>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-60072974483870348782008-11-10T01:01:00.000-08:002008-11-10T01:08:24.080-08:00heads<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-2ci9Ce8DBCMCC5NSX5B5jwSBxPPZZegzPfJNB_YqFXggxGMUmIYaY3FeAV0IPkdKZjLHHeN1F2Zs21awDIs90UfDBBg_x_uqfKe1oOYZ992x5LgVHvwyxoLmsNbUYBkyAMt3EZ7f0nc/s1600-h/111.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 208px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-2ci9Ce8DBCMCC5NSX5B5jwSBxPPZZegzPfJNB_YqFXggxGMUmIYaY3FeAV0IPkdKZjLHHeN1F2Zs21awDIs90UfDBBg_x_uqfKe1oOYZ992x5LgVHvwyxoLmsNbUYBkyAMt3EZ7f0nc/s320/111.jpg" alt="" id="BLOGGER_PHOTO_ID_5266952658220737682" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWlHcuMaLmigvfiKY37xf-R1sq_K0Yni_o166CaSwuaphp9pZwnnUPU2dHF6rZr30mxWrnP0kYoXI_e6yZzQtf31B0nLXo5fdnSvT4invqvxAit9OGBipWSxntPEenOfmygpMGlxp6EO4/s1600-h/44.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 205px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWlHcuMaLmigvfiKY37xf-R1sq_K0Yni_o166CaSwuaphp9pZwnnUPU2dHF6rZr30mxWrnP0kYoXI_e6yZzQtf31B0nLXo5fdnSvT4invqvxAit9OGBipWSxntPEenOfmygpMGlxp6EO4/s320/44.jpg" alt="" id="BLOGGER_PHOTO_ID_5266952653284710802" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTmUs3HD_bvamvoCxOon_scZ4itz1f1MxZJ7uTJEYfluO_BEmh50eGiqMQ7PQCRP6dJ1rVsJsIvTdeJqzBo0WeiEUnPckcXdw7hZSChJYbm0v3Pr_zuCzru5x3AvvkOZZ-pFs6d1okO-E/s1600-h/33.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 210px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTmUs3HD_bvamvoCxOon_scZ4itz1f1MxZJ7uTJEYfluO_BEmh50eGiqMQ7PQCRP6dJ1rVsJsIvTdeJqzBo0WeiEUnPckcXdw7hZSChJYbm0v3Pr_zuCzru5x3AvvkOZZ-pFs6d1okO-E/s320/33.jpg" alt="" id="BLOGGER_PHOTO_ID_5266952650635080498" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiifhLcVMkMZbsm9egcHi1PotSkvIbAJXqcBzyDETvb6ucKyK1JrQWGKW76Bv-pxM7waAOeCwJAfb20Ef4HRax0PmD7IfrH8b2NhsPcM1vpRTwzvcOoPGaINztDE7VEiN0FzoBHPcFmdAg/s1600-h/23.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 206px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiifhLcVMkMZbsm9egcHi1PotSkvIbAJXqcBzyDETvb6ucKyK1JrQWGKW76Bv-pxM7waAOeCwJAfb20Ef4HRax0PmD7IfrH8b2NhsPcM1vpRTwzvcOoPGaINztDE7VEiN0FzoBHPcFmdAg/s320/23.jpg" alt="" id="BLOGGER_PHOTO_ID_5266952635660545090" border="0" /></a><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5XpvCLwz5NxzJInogvap_7HYpDwwX58cPK7578B99jpUbbeuQRA8aCT0GruMYJoKLPXuNuFCUBgKe8ApL03xEG0it0IbEHDA5-RLZCAOvyA1XHfgNp3LuVOMBKaymPqi73OFxGruZI2Q/s1600-h/22.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 214px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5XpvCLwz5NxzJInogvap_7HYpDwwX58cPK7578B99jpUbbeuQRA8aCT0GruMYJoKLPXuNuFCUBgKe8ApL03xEG0it0IbEHDA5-RLZCAOvyA1XHfgNp3LuVOMBKaymPqi73OFxGruZI2Q/s320/22.jpg" alt="" id="BLOGGER_PHOTO_ID_5266952629061320546" border="0" /></a>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-32622922010486739812008-11-05T01:05:00.000-08:002008-12-10T07:21:10.890-08:00animation<div class="post-body entry-content"> <span style="font-weight: bold; font-size: 130%;"><span style="font-size: 180%;"><span style="color: rgb(255, 153, 0);">What is animation?</span></span><span style="color: rgb(255, 153, 0);"> </span></span><br /><br />In Latin, ‘Anima’ means soul. Animation is all about giving soul to a character.<br />It is about moving something which cannot move itself. <a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_time" id="AdBriteInlineAd_time" target="_top">Time</a> and space <a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_play" id="AdBriteInlineAd_play" target="_top">play</a><br />a critical role in animation. The object of animation could be a 2D painting,<br />a clay statue, a picture of a person/ animal/ <a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_thing" id="AdBriteInlineAd_thing" target="_top">thing</a> – just about anything at all.<br />Animation simulates movement through a series of pictures that have objects<br />in slightly different positions.<br /><br /><span style="font-weight: bold; color: rgb(255, 255, 102); font-size: 130%;">How does animation work? </span><br /><br />A <a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_simple" id="AdBriteInlineAd_simple" target="_top">simple</a> theory known as persistence of vision <a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_offers" id="AdBriteInlineAd_offers" target="_top">offers</a> an explanation. The<br />Greek astronomer Ptolemy <a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_discovered" id="AdBriteInlineAd_discovered" target="_top">discovered</a> this principle back in 130 AD. If<br /><a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_images" id="AdBriteInlineAd_images" target="_top">images</a> are flashed before the eye at a speed of at least ten frames per<br />second, the brain thinks it is seeing a single moving image. The numberof<br />Frames Per Second (or FPS) directly correlates to how smooth the<br />movement appears. If the frame rate is too slow, the motion will look<br />awkward and jerky. If the frame rate is too <a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_high" id="AdBriteInlineAd_high" target="_top">high</a>, the motion will blur.<br /><span style="font-size: 130%;"><br /></span><span style="font-weight: bold; color: rgb(255, 255, 102); font-size: 130%;">Animation techniques </span><span style="color: rgb(255, 255, 102); font-size: 130%;"><br /><br /></span> <span style="font-weight: bold; color: rgb(255, 255, 102); font-size: 130%;">2D cel animation </span><br /><br />Also known as traditional animation, 2D animation involves the creation<br />of a high volume of separate drawings that define a sequence. These<br />drawings are then traced with ink onto transparent celluloid sheets<br />called cel, which are scanned and painted using a special application<br />software. These cels are layered on each other to create a sequence.<br />The sequence is later edited to synchronise the audio and video content.<br />This technique is widely used in creating characters for animations and<br />cartoon programmes.Did you know that a full-length feature film produced<br />using cel animation often requires a million or more drawings to complete?<br /><br /><span style="font-weight: bold; color: rgb(255, 255, 102); font-size: 130%;">3D CGI animation </span><br /><br />This technique makes extensive use of animation software programmes. 3D<br />objects are constructed using curves or 2D geometric figures. Software<br />programmes are used to modify the texture, light and colour of the object<br />surface. Virtual cameras are used to zoom, focus, illuminate and resize the<br />3D objects. Important frames are developed to regulate the flow of intermediate<br />frames. This technique is commonly used to create animation for television<br />programmes, movies and online and console games.<br /><br /><span style="font-weight: bold; color: rgb(255, 255, 102); font-size: 130%;">3D motion capture animation </span><br /><br />This process of creating 3D characters is similar to the 3D CGI animation<br />technique; however, the techniques differ with respect to the time when<br />the animation effects are introduced. To produce animation effects,<br />sensors from a computer are attached physically to a human being.<br />These sensors help coordinate the real-time movements of the human<br />actor with the movements of a computerised 3D character. This technique<br />is widely used for low-resolution games, Internet characters, live TV<br />performances and special effects for animated movies.<br /><br /><span style="font-weight: bold; color: rgb(255, 255, 102); font-size: 130%;">What does it take to be a complete animator? </span><span style="color: rgb(255, 255, 102); font-size: 130%;"><br /><br /></span> <span style="font-weight: bold; color: rgb(255, 255, 102); font-size: 130%;">A good animator should have knowledge of: </span><span style="color: rgb(255, 255, 102); font-size: 130%;"><br /></span><br />~ Drawing techniques<br /><br />~ Animation techniques<br /><br />~ Different styles of animation such as 2D and 3D animation<br /><br />~ Design and layout<br /><br />~ How people move and express their feelings<br /><br />~ How animals move<br /><br />~ How to create different moods and feelings in characters<br /><br />~ Computers and animation software applications<br /><br />~ The history of art and design<br /><br />~ Film and television production<br /><br /><br /><span style="font-weight: bold; color: rgb(255, 255, 102); font-size: 130%;">Besides, he or she also needs to:</span><br /><br /><br />~ Be artistic, creative and innovative<br /><br />~ Be a good communicator<br /><br />~ Have inclination for good music<br /><br />~ Be able to ideate and conceptualise<br /><br />~ Be focused, self-disciplined and self-motivated<br /><br />~ Be able to use knowledge of the human body and how animals move to<br />create animations<br /><br />~ Be versatile and adaptable and able to accept criticism<br /><br />~ Be able to work to a deadline<br /><br />~ Be observant, with an eye for detail<br /><br />~ Be able to work well in a team<br /><br />~ Be able to understand the comic nature of cartoons<br /><br /><br /><div style="text-align: center; color: rgb(255, 153, 0);"><span style="font-weight: bold; font-size: 180%;">CREATING ANIMATION</span></div> <p class="MsoNormal"><span class="style21">Creating animation</span> <span class="style2">Animation creation consists of idea development,<br />pre-production, production, and post-production.</span> <span class="style2">In idea development,<br />the characters and story for the film, ad or other creative are created<br />and a go-ahead taken on the same.</span> In pre-production, the idea is converted<br />into layouts. The script is written and finalised, characters are designed,<br />a storyboard is created and layouts are developed. Cost-wise, this phase is<br />extremely important since a single mistake here can put the entire project<br />over-budget. </p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><o:p> </o:p></p><span style="font-style: italic; font-family: georgia; font-size: 180%;"><span style="font-weight: bold;" class="style5"><span style=""><span style="font-size: 130%;"><span style="color: rgb(255, 255, 102); font-family: verdana;">Pre-production for 2D animation</span><br /><br /></span></span></span></span><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWmhL8gdc97DSRJJG2FeoIA1jovE_i9llVCPJO4a0W5BFCSnF4kYuGfLrD8uHwYG5R1aCuzgD6hxPd3fbxg6Y7B_cnO6aKlXwpV3gmbO0yxQjDp3lD2_iPsy0aKNWZ2nbhtwfnl5Jcqno/s1600-h/workflow_1.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWmhL8gdc97DSRJJG2FeoIA1jovE_i9llVCPJO4a0W5BFCSnF4kYuGfLrD8uHwYG5R1aCuzgD6hxPd3fbxg6Y7B_cnO6aKlXwpV3gmbO0yxQjDp3lD2_iPsy0aKNWZ2nbhtwfnl5Jcqno/s200/workflow_1.jpg" alt="" id="BLOGGER_PHOTO_ID_5226408915187056050" border="0" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEJIAnM-WhCWz7lpbABt1I-S4O72LIP0G9IkfVmAmoAznm3Cbj8yWOPEXMVmlkJTzni5eEnBxuGBuZnZa2SJDY3oYVejJkLDc5O4Z77iD-NxH4qjqFRJUfOwcunNOnEzSsHz0UTs4ekok/s1600-h/workflow_2.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEJIAnM-WhCWz7lpbABt1I-S4O72LIP0G9IkfVmAmoAznm3Cbj8yWOPEXMVmlkJTzni5eEnBxuGBuZnZa2SJDY3oYVejJkLDc5O4Z77iD-NxH4qjqFRJUfOwcunNOnEzSsHz0UTs4ekok/s200/workflow_2.jpg" alt="" id="BLOGGER_PHOTO_ID_5226408926356575314" border="0" /></a><p class="MsoNormal"><o:p> </o:p></p><p style="text-align: justify;" class="MsoNormal"><strong><span style="font-weight: bold;"> 1. Scriptwriting</span><span style="font-weight: normal;"> </span>2. Storyboarding</strong></p><p class="MsoNormal"><strong><o:p> </o:p></strong></p> <p class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1026" type="#_x0000_t75" alt="" style="'width:115.5pt;height:87pt'"> <v:imagedata src="file:///C:\DOCUME~1\_VZU_\LOCALS~1\Temp\msohtml1\25\clip_image003.jpg" href="http://www.arena-multimedia.com/images/workflow_3.jpg"> </v:shape><![endif]--><!--[if !vml]--><!--[endif]--><span style=""> </span><span style=""> </span><!--[if gte vml 1]><v:shape id="_x0000_i1027" type="#_x0000_t75" alt="" style="'width:114pt;height:87pt'"> <v:imagedata src="file:///C:\DOCUME~1\_VZU_\LOCALS~1\Temp\msohtml1\25\clip_image004.jpg" href="http://www.arena-multimedia.com/images/workflow_4.jpg"> </v:shape><![endif]--><!--[if !vml]--><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDxzsXleI9Bp8unXY-ieAcDaV5HF6zbUJF9kkU52B_VPccI15g5il8dz1p5VdgW1i6ziDfnwnj7HC3Zq51Mbe7uW6VooXHV94Oa7yyHyMTwCYkCO2jfvfM3h61OlCesggBjes9RLvTGiA/s1600-h/workflow_3.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDxzsXleI9Bp8unXY-ieAcDaV5HF6zbUJF9kkU52B_VPccI15g5il8dz1p5VdgW1i6ziDfnwnj7HC3Zq51Mbe7uW6VooXHV94Oa7yyHyMTwCYkCO2jfvfM3h61OlCesggBjes9RLvTGiA/s200/workflow_3.jpg" alt="" id="BLOGGER_PHOTO_ID_5226408934887044514" border="0" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkG1sSzOXQwe2wd-GA41Q4aW_TF9YmNm5G_VFbYHVhDuaU6b7NP0M2VDchf1hEj02mSNCNSgApVpYg-ubg-6nPi7pyETB-LW3tIY5Xq4IIl4jShpcM-SRK-gheaWZunvrBv0WXMGPUfdQ/s1600-h/workflow_4.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgkG1sSzOXQwe2wd-GA41Q4aW_TF9YmNm5G_VFbYHVhDuaU6b7NP0M2VDchf1hEj02mSNCNSgApVpYg-ubg-6nPi7pyETB-LW3tIY5Xq4IIl4jShpcM-SRK-gheaWZunvrBv0WXMGPUfdQ/s200/workflow_4.jpg" alt="" id="BLOGGER_PHOTO_ID_5226408936704653106" border="0" /></a><!--[endif]--><strong><br /></strong></p><p style="text-align: justify;" class="MsoNormal"><strong> 3. Character </strong><strong><span style=""> </span></strong><strong>development </strong><strong>4. Backgrounds<br /></strong><strong><br /></strong></p> <p class="MsoNormal"><strong><o:p> </o:p></strong></p> <p class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1028" type="#_x0000_t75" alt="" style="'width:115.5pt;height:87pt'"> <v:imagedata src="file:///C:\DOCUME~1\_VZU_\LOCALS~1\Temp\msohtml1\25\clip_image005.jpg" href="http://www.arena-multimedia.com/images/workflow_5.jpg"> </v:shape><![endif]--><!--[if !vml]--><!--[endif]--><span style=""> </span><!--[if gte vml 1]><v:shape id="_x0000_i1029" type="#_x0000_t75" alt="" style="'width:115.5pt;height:87pt'"> <v:imagedata src="file:///C:\DOCUME~1\_VZU_\LOCALS~1\Temp\msohtml1\25\clip_image006.jpg" href="http://www.arena-multimedia.com/images/workflow_6.jpg"> </v:shape><![endif]--><!--[if !vml]--><!--[endif]--></p><p class="MsoNormal"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUJbDm5kt6xj24SNQYQOAb-RUjAtBdWJCoN-oIfKe6oiptoujFOH42BNhBjeHjWEtWyb3qSzzsbm9Ty5RFdR1n_cyvRE7NscnRQYdzlVudv-XGNzTyQv2uY4QkCCjHbsc9iLWLcNFFqdw/s1600-h/workflow_5.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUJbDm5kt6xj24SNQYQOAb-RUjAtBdWJCoN-oIfKe6oiptoujFOH42BNhBjeHjWEtWyb3qSzzsbm9Ty5RFdR1n_cyvRE7NscnRQYdzlVudv-XGNzTyQv2uY4QkCCjHbsc9iLWLcNFFqdw/s200/workflow_5.jpg" alt="" id="BLOGGER_PHOTO_ID_5226408955220816418" border="0" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFEJVl6IK7AkjwiCaiHMPRjA1rxM-JTwZL1cEyS3mjZtMLm6hvDEmKFPeJHcSug4QuPwwLIbqgXhtMfUtkVI42J8_U8aLGYvf-_OQtJew1mwXzgmgjwDWuaFUH_Mc4UVfXk4VfFO3g4w8/s1600-h/workflow_6.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiFEJVl6IK7AkjwiCaiHMPRjA1rxM-JTwZL1cEyS3mjZtMLm6hvDEmKFPeJHcSug4QuPwwLIbqgXhtMfUtkVI42J8_U8aLGYvf-_OQtJew1mwXzgmgjwDWuaFUH_Mc4UVfXk4VfFO3g4w8/s200/workflow_6.jpg" alt="" id="BLOGGER_PHOTO_ID_5226410722113673506" border="0" /></a><br /></p><div style="text-align: justify;"><strong> 5.Layout designing 6. Animatics</strong></div> <p class="MsoNormal"><strong><o:p> </o:p></strong></p> <p class="MsoNormal"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDDM7X8Q48h8MoPS9qF6nUe6G0cmAh9vvbsZQ0ibLSoOK1UnYh51dwmq0T_Fm7Zo2gJOJ_eEFiKaFL-5_Y96nQFU9t7y1qar5Ygwir1kOqw8SvQFmScIgnmo3SBWEMl6cqY_04wgN0LMs/s1600-h/workflow_7.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDDM7X8Q48h8MoPS9qF6nUe6G0cmAh9vvbsZQ0ibLSoOK1UnYh51dwmq0T_Fm7Zo2gJOJ_eEFiKaFL-5_Y96nQFU9t7y1qar5Ygwir1kOqw8SvQFmScIgnmo3SBWEMl6cqY_04wgN0LMs/s200/workflow_7.jpg" alt="" id="BLOGGER_PHOTO_ID_5226410720970034962" border="0" /></a><br /><strong><span style=""> </span><o:p></o:p>7. Voice</strong></p><p class="MsoNormal"><strong></strong><span style="color: rgb(255, 255, 102); font-size: 130%;"><span style="font-weight: bold;">Production for 2D animation:</span></span><br /></p><span style="color: rgb(255, 255, 102); font-family: arial; font-size: 130%;"><span style="font-weight: bold;" class="style5"><span style=""></span></span></span>In this stage, we get to see the actual results of the treatment given to the story as well as its visualization. <p class="MsoNormal">A large volume of production work is outsourced by overseas clients to Indian studios and the majority of Indian animation professionals are involved in production-related activities.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><o:p> </o:p></p><br /><br /><p class="MsoNormal"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio_LwmG3KL5FMSWhXFaCVYwsS5MPfOsQznL0BE6w-EblhkTaTOQpf7NTKWwTwA0AVwK6-UMrlX85oCDonzG1OzW_uYW9ySsxV_lA6HzE-JTe_MeV4u1EtwqEn9Vi3afPEUZ3i0q6XM5pQ/s1600-h/img8.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEio_LwmG3KL5FMSWhXFaCVYwsS5MPfOsQznL0BE6w-EblhkTaTOQpf7NTKWwTwA0AVwK6-UMrlX85oCDonzG1OzW_uYW9ySsxV_lA6HzE-JTe_MeV4u1EtwqEn9Vi3afPEUZ3i0q6XM5pQ/s200/img8.jpg" alt="" id="BLOGGER_PHOTO_ID_5226412513353999314" border="0" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEix7vpMzL9EYGjyf7kLGnLusqSUdXSKL9DqN8Jib9m0EtG229sfUjo0IBZKJgHSF3U3CUPqZuzZ7UlRgRxOve9ejrLuhoU3QIDkeddqEwh5wfFvR7dp9Q1vh3OQrKbdAQDULDGHr6GXxxI/s1600-h/img9.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEix7vpMzL9EYGjyf7kLGnLusqSUdXSKL9DqN8Jib9m0EtG229sfUjo0IBZKJgHSF3U3CUPqZuzZ7UlRgRxOve9ejrLuhoU3QIDkeddqEwh5wfFvR7dp9Q1vh3OQrKbdAQDULDGHr6GXxxI/s200/img9.jpg" alt="" id="BLOGGER_PHOTO_ID_5226412516686515042" border="0" /></a><br /></p><div style="text-align: justify;"><span style="font-weight: bold;"> 1.Animation</span><span style=""><span style="font-weight: bold;"> </span> </span><strong>2.In-betweening</strong>*<o:p></o:p></div><span class="style19"></span> <p class="MsoNormal"><o:p> </o:p></p> <a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3JsGsZdRnwCAhIPG1R64E_eJgKIumPFjLcl54aeYQI2wzPNnzzubNFFPxrldXuBeGW4SxthtXQjARkqdHkDwSaf6s7n1K66B7KqJB_FZoHPWMX5lEbS3uIOyWWePzikoEeX0JGVBuK6U/s1600-h/img10.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3JsGsZdRnwCAhIPG1R64E_eJgKIumPFjLcl54aeYQI2wzPNnzzubNFFPxrldXuBeGW4SxthtXQjARkqdHkDwSaf6s7n1K66B7KqJB_FZoHPWMX5lEbS3uIOyWWePzikoEeX0JGVBuK6U/s200/img10.jpg" alt="" id="BLOGGER_PHOTO_ID_5226412520242491906" border="0" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxOl7hDdb7wM1N8gseva7NkvDHcJAhMYK9VPzksSrAwAopv9awA0eB_GXoFWYKzsrSj49_mjBkbaj4Rl-lZhhIIkP1HDnQpXml0XdG6P5xI3o8jzrE0P4gRQNpK1tLm-69mC0HA7Y0kE4/s1600-h/img11.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxOl7hDdb7wM1N8gseva7NkvDHcJAhMYK9VPzksSrAwAopv9awA0eB_GXoFWYKzsrSj49_mjBkbaj4Rl-lZhhIIkP1HDnQpXml0XdG6P5xI3o8jzrE0P4gRQNpK1tLm-69mC0HA7Y0kE4/s200/img11.jpg" alt="" id="BLOGGER_PHOTO_ID_5226412520968162594" border="0" /></a><strong><br /></strong><div style="text-align: justify;"><strong> 3. Scanning<span style=""> </span></strong><strong>4. Compositing*<o:p></o:p></strong></div> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9Hf1gNnPAo25jsA4W6u8B8LNZ2lA9teni_o-L2TMcspCxZy0Y7Ek5zxJkunENednTswmEkcaKOufiPqdToiFy2QnQm_M4FCHMWsvXE6U4ZQw7FpkXXLvBgVTohZow3vgLfGrxMKLze-0/s1600-h/img12.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9Hf1gNnPAo25jsA4W6u8B8LNZ2lA9teni_o-L2TMcspCxZy0Y7Ek5zxJkunENednTswmEkcaKOufiPqdToiFy2QnQm_M4FCHMWsvXE6U4ZQw7FpkXXLvBgVTohZow3vgLfGrxMKLze-0/s200/img12.jpg" alt="" id="BLOGGER_PHOTO_ID_5226412526761487010" border="0" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP93kZp2CCHxX9d_86EpSUN0RDlfbMihU31aGEgHXO4RylHWa8PwQHL4ZmGoZrzh4k5zzBg6DGzI6415T55gHqMhjRkZ7VJuXTaDJdiepy5vsqsXm7hRWWUbnkraJIrhXu1Y_rPJXivXM/s1600-h/img13.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhP93kZp2CCHxX9d_86EpSUN0RDlfbMihU31aGEgHXO4RylHWa8PwQHL4ZmGoZrzh4k5zzBg6DGzI6415T55gHqMhjRkZ7VJuXTaDJdiepy5vsqsXm7hRWWUbnkraJIrhXu1Y_rPJXivXM/s200/img13.jpg" alt="" id="BLOGGER_PHOTO_ID_5226413889209073842" border="0" /></a></p><div style="text-align: justify;"><strong> 5.Background </strong><strong> preparation </strong><strong>6. Colouring</strong><strong><br /><o:p></o:p></strong></div> <p class="MsoNormal"><strong><o:p> </o:p></strong></p><em><span style="">* </span></em><strong><i><span style="">In-betweening: </span></i></strong><em><span style="">Tweening (short for in-betweening) is the creation of intermediate frames between two main images to give the appearance that the first image flows smoothly into the second one.<br /><br /></span></em><em><span style="">* </span></em><strong><i><span style="">Compositing:</span></i></strong><em><span style=""> Images from different sources, e.g. real-world video, digitised film, synthetic 3D images, </span></em><i><span style=""><br /><em>2D animations, painted backdrops, still photos and text, are combined to create a finished frame of animation.</em></span></i><br /><p class="MsoNormal"><!--[if gte vml 1]><v:shape id="_x0000_i1038" type="#_x0000_t75" alt="" style="'width:134.25pt;height:86.25pt'"> <v:imagedata src="file:///C:\DOCUME~1\_VZU_\LOCALS~1\Temp\msohtml1\25\clip_image014.jpg" href="http://www.arena-multimedia.com/images/img14.jpg"> </v:shape><![endif]--><!--[if !vml]--><!--[endif]--><span style=""> </span><!--[if gte vml 1]><v:shape id="_x0000_i1039" type="#_x0000_t75" alt="" style="'width:134.25pt;height:86.25pt'"> <v:imagedata src="file:///C:\DOCUME~1\_VZU_\LOCALS~1\Temp\msohtml1\25\clip_image015.jpg" href="http://www.arena-multimedia.com/images/img15.jpg"> </v:shape><![endif]--><!--[if !vml]--><br /><!--[endif]--></p><p class="MsoNormal"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCy0EG1oi6fqlndNExqRWhrHcZ7aGgMV7bko-0nGX_vOLERPLMLfTtGYzjjJZ5n-qN_iULhKW0bJxAkCmOMfz6zSVAPBiY8tR5IBdPTFztAvmemWZ59QVy-ji0Rs9NXprBb7tm7yZgz_E/s1600-h/img14.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCy0EG1oi6fqlndNExqRWhrHcZ7aGgMV7bko-0nGX_vOLERPLMLfTtGYzjjJZ5n-qN_iULhKW0bJxAkCmOMfz6zSVAPBiY8tR5IBdPTFztAvmemWZ59QVy-ji0Rs9NXprBb7tm7yZgz_E/s200/img14.jpg" alt="" id="BLOGGER_PHOTO_ID_5226414618041996898" border="0" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSEoiWzVs1dkErV_hTGKVlwekc0tbchgp0li6cWRWdW8uUbtvs4lczEsASTcZh6sABgoHykEeOOzMo2LCSsfgLyK3FeX8N7QZX8zE9NMCxilHQDGCpIyaVNfQaz9qXMuw2BoxrOJ1r9Ek/s1600-h/img15.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgSEoiWzVs1dkErV_hTGKVlwekc0tbchgp0li6cWRWdW8uUbtvs4lczEsASTcZh6sABgoHykEeOOzMo2LCSsfgLyK3FeX8N7QZX8zE9NMCxilHQDGCpIyaVNfQaz9qXMuw2BoxrOJ1r9Ek/s200/img15.jpg" alt="" id="BLOGGER_PHOTO_ID_5226414620487712002" border="0" /></a></p><p style="text-align: justify;" class="MsoNormal"><strong> 1. Editing<span style=""> </span><span style=""> </span>2.Special effects (SFX)</strong></p> <p class="MsoNormal"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6p0p-BQA1tZGmrjs4bwegYdYuBumMmdi8RXVg9TKmt14Sou9BkcV8FgKNfVafgAgroXqSFzPUk625Oi5lqysPXu-e94M3JdmkbNdGwpHZ2BTsN_MqIVwoT5nOqqLnZfNIWgfCi8LdTA4/s1600-h/img16.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6p0p-BQA1tZGmrjs4bwegYdYuBumMmdi8RXVg9TKmt14Sou9BkcV8FgKNfVafgAgroXqSFzPUk625Oi5lqysPXu-e94M3JdmkbNdGwpHZ2BTsN_MqIVwoT5nOqqLnZfNIWgfCi8LdTA4/s200/img16.jpg" alt="" id="BLOGGER_PHOTO_ID_5226414626552967826" border="0" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhG2l9mX5o35IHgz5O0dWwAsI1GziSc0Q1rpE34Hhn0pbYVQd1e8wS0np6D-ttMUL7fKusOpPdnuAiENx76PpfZm_nCP-RLyk4BoVrHEVL7cw36smXIKj5SWBY3R2xIbJDTqrhwAgOUjxY/s1600-h/img17.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhG2l9mX5o35IHgz5O0dWwAsI1GziSc0Q1rpE34Hhn0pbYVQd1e8wS0np6D-ttMUL7fKusOpPdnuAiENx76PpfZm_nCP-RLyk4BoVrHEVL7cw36smXIKj5SWBY3R2xIbJDTqrhwAgOUjxY/s200/img17.jpg" alt="" id="BLOGGER_PHOTO_ID_5226414626696246994" border="0" /></a></p><p style="text-align: justify;" class="MsoNormal"><strong> 3.Colour correction 4. Compositing<o:p></o:p></strong></p> <p class="MsoNormal"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihFtl1ka83eFPz4JLuA28ZVpRYI_o7K2aC39dNxjTpbYDk_18KUKJgRtbrzFGXAi3bcKDbLSSVd8Mc5PcsA-FoHLl40KgYPcYV8PO5MV8nkOsoz9LHtMpxlnBWmDvNMg1W4kdlEPpHuR8/s1600-h/img18.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEihFtl1ka83eFPz4JLuA28ZVpRYI_o7K2aC39dNxjTpbYDk_18KUKJgRtbrzFGXAi3bcKDbLSSVd8Mc5PcsA-FoHLl40KgYPcYV8PO5MV8nkOsoz9LHtMpxlnBWmDvNMg1W4kdlEPpHuR8/s200/img18.jpg" alt="" id="BLOGGER_PHOTO_ID_5226414630168292258" border="0" /></a><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3L9AUPqXJUGQnS6mwVWIdaJCe1DiZgov1YxFD87aKPH0Dp35orTS8ilnXc7hcC8Xus6Qxs3r_aXVeVqGgbfc73I9M-rLLbnKH3ciXCbVcNugWaUAvOMtc9z1hhvt4npyrrgBqJN2Xz1k/s1600-h/img19.jpg"><img style="cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3L9AUPqXJUGQnS6mwVWIdaJCe1DiZgov1YxFD87aKPH0Dp35orTS8ilnXc7hcC8Xus6Qxs3r_aXVeVqGgbfc73I9M-rLLbnKH3ciXCbVcNugWaUAvOMtc9z1hhvt4npyrrgBqJN2Xz1k/s200/img19.jpg" alt="" id="BLOGGER_PHOTO_ID_5226415451607455602" border="0" /></a><strong></strong></p><p style="text-align: justify;" class="MsoNormal"><strong> 5.Voice & music editing<span style=""> </span>6. Rendering*<o:p></o:p></strong></p> <p class="MsoNormal"><strong><o:p> </o:p></strong></p><strong><i><span style="">*Colour correction:</span></i></strong><em><span style=""> Undesirable cast or tint is removed from a colour image.<br /><br /></span></em><strong><i><span style="">*Rendering:</span></i></strong><em><span style=""> Giving final touches to an animation scene, in which the (vector) data is converted to the raster image or animation. </span></em><br /><span style="font-weight: bold; font-size: 130%;"><br /></span> </div> <div class="post-footer"> <div class="post-footer-line post-footer-line-1"><span class="post-author vcard"> Posted by <span class="fn">mdkhajapasja</span> </span> <span class="post-timestamp"> at <a class="timestamp-link" href="http://mdkhajapasha.blogspot.com/2008/09/blog-post_14.html" rel="bookmark" title="permanent link"><abbr class="published" title="2008-09-14T23:12:00-07:00">11:12 PM</abbr></a> </span> <span class="post-comment-link"> <a class="comment-link" href="https://www.blogger.com/comment.g?blogID=762660127196262916&postID=8130064669870658677" onclick="">0 comments</a> </span> <span class="post-icons"> <span class="item-action"> <a href="email-post.g?blogID=762660127196262916&postID=8130064669870658677" title="Email Post"> <img alt="" class="icon-action" src="img/icon18_email.gif" height="13" width="18" /> </a> </span> <span class="item-control blog-admin pid-1681573143"> <a href="post-edit.g?blogID=762660127196262916&postID=8130064669870658677" title="Edit Post"> <img alt="" class="icon-action" src="img/icon18_edit_allbkg.gif" height="18" width="18" /> </a> </span> </span> </div> <div class="post-footer-line post-footer-line-2"><span class="post-labels"> </span> </div> </div> <a name="5420704662819490020"></a> <h3 class="post-title entry-title"> <a href="http://mdkhajapasha.blogspot.com/2008/09/animation-principles.html">Animation Principles</a> </h3> <p><span style=""><span style="font-weight: bold; font-style: italic; color: rgb(255, 0, 0);">#1 SQUASH AND STRETCH</span><br /></span></p><div style="text-align: justify;"><span style="">This <a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_action" id="AdBriteInlineAd_action" target="_top">action</a> gives the illusion of weight and volume to a <a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_character" id="AdBriteInlineAd_character" target="_top">character</a> as it moves. Also squash and stretch is useful in animating dialogue and doing facial expressions. How extreme the use of squash and stretch is, depends on what is <a href="http://click.adbrite.com/mb/click.php?sid=782041&banner_id=11105313&variation_id=254481&uts=1221458489&cpc=302e3035&keyword_id=3044645&inline=y&zk_id=34912560&ab=171966582&sscup=f548fa9ea2e82e3b378197b352689bb5&sscra=7c73d19e7072aa843ab83f039ab4e45f&ub=2046165594&guid=84105ef96eca59586a9baa797bfb3de1&rs=&r=" style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_required" id="AdBriteInlineAd_required" target="_top">required</a> in animating the scene. Usually it's broader in a short style of picture and subtler in a feature. It is used in all <a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_forms" id="AdBriteInlineAd_forms" target="_top">forms</a> of character animation from a bouncing <a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_ball" id="AdBriteInlineAd_ball" target="_top">ball</a> to the body weight of a person walking. This is the most <a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_important" id="AdBriteInlineAd_important" target="_top">important</a> element you will be required to master and will be used often.<o:p></o:p></span></div><p><span style=""><span style="font-weight: bold; font-style: italic; color: rgb(153, 255, 153);">#2 ANTICIPATION</span><br /></span><span style="">This movement prepares the audience for a major action the character is about to perform, such as, <a style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_starting" id="AdBriteInlineAd_starting" target="_top">starting</a> to run, jump or change expression. A dancer does not just leap off the floor. A backwards motion occurs before the forward action is executed. The backward motion is the anticipation. A comic <a href="http://click.adbrite.com/mb/click.php?sid=782041&banner_id=10883935&variation_id=129812&uts=1221458478&cpc=302e313738&keyword_id=184158&inline=y&zk_id=34912560&ab=171966604&sscup=cc952bba4295d3417be75da428e3d1bf&sscra=7c73d19e7072aa843ab83f039ab4e45f&ub=2046165594&guid=ffe924b66cc1f7cee7b32b4449fa0d4b&rs=&r=" style="background: transparent url(http://files.adbrite.com/mb/images/green-double-underline-006600.gif) repeat-x scroll center bottom; cursor: pointer; color: rgb(0, 102, 0); text-decoration: none; -moz-background-clip: -moz-initial; -moz-background-origin: -moz-initial; -moz-background-inline-policy: -moz-initial; margin-bottom: -2px; padding-bottom: 2px;" name="AdBriteInlineAd_effect" id="AdBriteInlineAd_effect" target="_top">effect</a> can be done by not using anticipation after a series of gags that used anticipation. Almost all real action has major or minor anticipation such as a pitcher's wind-up or a golfers' back swing. Feature animation is often less broad than short animation unless a scene requires it to develop a characters personality.<o:p></o:p></span></p><p><span style=""><span style="font-weight: bold; font-style: italic; color: rgb(255, 0, 0);">#3 STAGING</span><br /></span><span style="">A pose or action should clearly communicate to the audience the attitude, mood, reaction or idea of the character as it relates to the story and continuity of the story line. The effective use of long, medium, or close up shots, as well as camera angles also helps in telling the story. There is a limited amount of time in a film, so each sequence, scene and frame of film must relate to the overall story. Do not confuse the audience with too many actions at once. Use one action clearly stated to get the idea across, unless you are animating a scene that is to depict clutter and confusion. Staging directs the audience's attention to the story or idea being told. Care must be taken in background design so it isn't obscuring the animation or competing with it due to excess detail behind the animation. Background and animation should work together as a pictorial unit in a scene.<o:p></o:p></span></p><p><span style=""><span style="font-weight: bold; font-style: italic; color: rgb(153, 255, 153);">#4 STRAIGHT AHEAD AND POSE TO POSE ANIMATION</span><br /></span><span style="">Straight ahead animation starts at the first drawing and works drawing to drawing to the end of a scene. You can lose size, volume, and proportions with this method, but it does have spontaneity and freshness. Fast, wild action scenes are done this way. Pose to Pose is more planned out and charted with key drawings done at intervals throughout the scene. Size, volumes, and proportions are controlled better this way, as is the action. The lead animator will turn charting and keys over to his assistant. An assistant can be better used with this method so that the animator doesn't have to draw every drawing in a scene. An animator can do more scenes this way and concentrate on the planning of the animation. Many scenes use a bit of both methods of animation.<o:p></o:p></span></p><p><span style=""><span style="font-weight: bold; font-style: italic; color: rgb(153, 255, 153);">#5 FOLLOW THROUGH AND OVERLAPPING ACTION</span><br /></span><span style="">When the main body of the character stops all other parts continue to catch up to the main mass of the character, such as arms, long hair, clothing, coat tails or a dress, floppy ears or a long tail (these follow the path of action). Nothing stops all at once. This is follow through. Overlapping action is when the character changes direction while his clothes or hair continues forward. The character is going in a new direction, to be followed, a number of frames later, by his clothes in the new direction. "DRAG," in animation, for example, would be when Goofy starts to run, but his head, ears, upper body, and clothes do not keep up with his legs. In features, this type of action is done more subtly. Example: When Snow White starts to dance, her dress does not begin to move with her immediately but catches up a few frames later. Long hair and animal tail will also be handled in the same manner. Timing becomes critical to the effectiveness of drag and the overlapping action.<o:p></o:p></span></p><p><span style="font-weight: bold; color: rgb(153, 255, 153);">#6 SLOW-OUT AND SLOW-IN</span><span style=""><br />As action starts, we have more drawings near the starting pose, one or two in the middle, and more drawings near the next pose. Fewer drawings make the action faster and more drawings make the action slower. Slow-ins and slow-outs soften the action, making it more life-like. For a gag action, we may omit some slow-out or slow-ins for shock appeal or the surprise element. This will give more snap to the scene.<o:p></o:p></span></p><p><span style=""><span style="font-weight: bold; font-style: italic; color: rgb(153, 255, 153);">#7 ARCS</span><br /></span><span style="">All actions, with few exceptions (such as the animation of a mechanical device), follow an arc or slightly circular path. This is especially true of the human figure and the action of animals. Arcs give animation a more natural action and better flow. Think of natural movements in the terms of a pendulum swinging. All arm movement, head turns and even eye movements are executed on an arcs. <o:p></o:p></span></p><p><span style=""><span style="font-weight: bold; font-style: italic; color: rgb(153, 255, 153);">#8 SECONDARY ACTION</span><br /></span><span style="">This action adds to and enriches the main action and adds more dimension to the character animation, supplementing and/or re-enforcing the main action. Example: A character is angrily walking toward another character. The walk is forceful, aggressive, and forward leaning. The leg action is just short of a stomping walk. The secondary action is a few strong gestures of the arms working with the walk. Also, the possibility of dialogue being delivered at the same time with tilts and turns of the head to accentuate the walk and dialogue, but not so much as to distract from the walk action. All of these actions should work together in support of one another. Think of the walk as the primary action and arm swings, head bounce and all other actions of the body as secondary or supporting action.<o:p></o:p></span></p><p><span style=""><span style="font-weight: bold; font-style: italic; color: rgb(153, 255, 153);">#9 TIMING</span><br /></span><span style="">Expertise in timing comes best with experience and personal experimentation, using the trial and error method in refining technique. The basics are: more drawings between poses slow and smooth the action. Fewer drawings make the action faster and crisper. A variety of slow and fast timing within a scene adds texture and interest to the movement. Most animation is done on twos (one drawing photographed on two frames of film) or on ones (one drawing photographed on each frame of film). Twos are used most of the time, and ones are used during camera moves such as trucks, pans and occasionally for subtle and quick dialogue animation. Also, there is timing in the acting of a character to establish mood, emotion, and reaction to another character or to a situation. Studying movement of actors and performers on stage and in films is useful when animating human or animal characters. This frame by frame examination of film footage will aid you in understanding timing for animation. This is a great way to learn from the others. <o:p></o:p></span></p><p><span style=""><span style="font-weight: bold; font-style: italic; color: rgb(153, 255, 153);">#10 EXAGGERATION</span><br /></span><span style="">Exaggeration is not extreme distortion of a drawing or extremely broad, violent action all the time. It¹s like a caricature of facial features, expressions, poses, attitudes and actions. Action traced from live action film can be accurate, but stiff and mechanical. In feature animation, a character must move more broadly to look natural. The same is true of facial expressions, but the action should not be as broad as in a short cartoon style. Exaggeration in a walk or an eye movement or even a head turn will give your film more appeal. Use good taste and common sense to keep from becoming too theatrical and excessively animated<o:p></o:p></span></p><p><span style=""><span style="font-weight: bold; font-style: italic; color: rgb(153, 255, 153);">#11 SOLID DRAWING</span><br /></span><span style="">The basic principles of drawing form, weight, volume solidity and the illusion of three dimension apply to animation as it does to academic drawing. The way you draw cartoons, you draw in the classical sense, using pencil sketches and drawings for reproduction of life. You transform these into color and movement giving the characters the illusion of three-and four-dimensional life. Three dimensional is movement in space. The fourth dimension is movement in time. <o:p></o:p></span></p><p><span style=""><span style="font-weight: bold; font-style: italic; color: rgb(153, 255, 153);">#12 APPEAL</span><br /></span><span style="">A live performer has charisma. An animated character has appeal. Appealing animation does not mean just being cute and cuddly. All characters have to have appeal whether they are heroic, villainous, comic or cute. Appeal, as you will use it, includes an easy to read design, clear drawing, and personality development that will capture and involve the audience¹s interest. Early cartoons were basically a series of gags strung together on a main theme. Over the years, the artists have learned that to produce a feature there was a need for story continuity, character development and a higher quality of artwork throughout the entire production. Like all forms of story telling, the feature has to appeal to the mind as well as to the eye.</span></p><span style=""><o:p><strong style="color: rgb(255, 255, 102);"><span style="font-size: 130%;">Beginner should be knowing basics of key frames</span></strong>, <span style="font-family: courier new;">break downs and inbetweens, basic knowledge about principles and their application and an eye for poses... for these guys, after working really hard, their animations look acceptable.. and a copule of principles are applied well, altho many of the others are goofed up.. these guys need to think about every thing at every stage and they are usually confused....<br />Intermediate would be doing the same things listed above with better application of principles but their characters dont yet come alive.. except occassionaly.... To these guys, their work needs just that extra to make it look awsome.. they have to strive to get the principles into their work... but they atleast know where they fall and they try not to... with the guidance of experts, they can pull off great shorts pretty quickly... these constitute most of the people.. the intermediate is a wide range of people, usually consisting of feature animators and high end game animators, to top quality students... The elite of this group are animators in places like Pixar and blue sky and ILM.. people like Rick O Conor, bobby beck, Shawn kelly, and the best here, would blur the line between intermediate and expert... this range covers the starting feature animators and junior animators to senior Game animators and feature animators... The blur between intermediate and expert is filled up by people like the Animation Supervisors or Character supervisors in the big studios...<br />Expert is some one the stature of Eric Goldberg or Glen Keane, where they dont *think* about principles at all.. they have them coming naturally, and all they think of is the performance of the character...these guys struggle with stuff like acting choices, character portrayal and stuff..<br />This is not a great way to categorize but, Im pretty happy with it.. im still a beginner at this.. and hope to work another 2 to 3 years to reach the beginner intermediate stage.. no one knows when you become an expert, it suddenly happens and every one notices... there are just a handful of experts..<br />Now, lets work our asses off to get out of the stinkin beginner stage...</span></o:p></span>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0tag:blogger.com,1999:blog-6584210887920549677.post-26702851866187221112008-11-04T01:41:00.000-08:002008-11-04T01:44:52.566-08:00<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhI0jjHbunyXH9OXmQCfBvv0hWjvi8pM6QrGn_BerlyBBZpLLXfDUo2CkAlIoIhbRPPzoG5WNRbKHvk3wvpW_iQoGp4trq_Oim_5luY69vnDfDZrpTlXWtlnAA-vJs7j-Rs5Uhzft06RJY/s1600-h/123.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 250px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhI0jjHbunyXH9OXmQCfBvv0hWjvi8pM6QrGn_BerlyBBZpLLXfDUo2CkAlIoIhbRPPzoG5WNRbKHvk3wvpW_iQoGp4trq_Oim_5luY69vnDfDZrpTlXWtlnAA-vJs7j-Rs5Uhzft06RJY/s320/123.jpg" alt="" id="BLOGGER_PHOTO_ID_5264735977782417458" border="0" /></a>mdkhajapashahttp://www.blogger.com/profile/08274471572313241528noreply@blogger.com0