day 1 presentation terminology

17
L4 Intro to Digital Basic principles and Understanding

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Page 1: Day 1 presentation   terminology

L4 Intro to Digital

Basic principles and Understanding

Page 2: Day 1 presentation   terminology

Resolution and Framerate

• Standard TV Broadcast resolution• PAL – 768px x 576px (25fps)• PAL D1 – 720px x 576px (25fps)• NTSC – 640px x 480px (29.97fps)

• High Definition Resolution• 720p – Progressive Scan 1280 x 720• 1080i – Interlaced• 1080p – Progressive Scan 1920 x 1080

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Industry Software Overview• 3D Softwares• Autodesk Maya, Studio Max, Softimage• Cinema 4D, Blender, Lightwave, Modo• Mudbox, Z-Brush

• 2D Softwares• Adobe Photoshop, Illustrator

• Compositing• Adobe AfterEffects, Combustion, Nuke, Flame, Digital Fusion

• Tracking• PF Hoe, Boujou2d3d, MatchMover

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Information

• 8 Bit• 16 Bit• 32 Bit• 64 Bit

• Higher bits allows more information

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Compression• Images/Bitmaps• Jpeg (Joint Photographic Experts Group)• Tga (Targa – Truevision Advanced Raster Graphics Adapter) 16 bit & 32 bit (incl. Alpha

Channel)• Tiff (Tagged Image File Format)• PSD (Photoshop – includes effects & layering)• Gif (Graphics Interchange Format - Sequential animated images with embedded

transparency – web)

• Vector• EPS (Encapsulated Post-Script)• AI (Illustrator)

• Video Compression• Quicktime – Photo Jpeg

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Observation skills

• 2 dimensional observation• 3 dimensional observation (Perspective)• Developing observation through drawing &

sculpting• Ideas first and decide on the tools to use• Use of camera and lighting• Colour study

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Polygon terminology

• Components in a polygon• Points/ Vertices• Edges• Faces• Normals• Triangles and Quads

• - Easier for texture maps• - Subdivision smoothens the polygons• - Used in Game Engines

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Polygon terminology

• Normals• It tells the renderer how to

shade the surface• How bright a surface

depends on the angle which light hits the surface

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Polygon terminology

• Quad

• Triangles

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NURBS terminology

• Non Uniform Rational B-Splines• Surfaces• Splines & Bezier Curves• Control Points• UV

• - Smoother Surfaces• - Quicker approach to certain modelling methods. i.e. bi-rail

or organic objects• - Real time game engine does not recognise Surface

modelling

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NURBS terminology

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NURBS vs Polygons

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References/self directed studies

• Taking photos, videos, technical drawing• Use google images, flickr, photobucket

• Online Learning• www.vtc.com (animators/pegbar)• www.cgarena.com• www.3dtotal.com• www.cgchannel.com• www.cgsociety.org• www.evermotion.org• www.highend3d.com

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Learning Outcomes

• 1. Demonstrate and apply knowledge of construction methods via a range of basic modelling exercises

• 2. Modify and apply the principles of animation within a CGI Environment.

• 3. Generate original content that is informed by the aesthetic qualities and opportunities afforded by CG animation application(s)

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Tasks and Assignments• Research and development (RVJ)• - Produce 4 observational drawings of at least 5 different objects with the following

views (Top, Front, Side & Perspective)• - References (Images, artists, inspirations)

• Assignment - a CG Challenge .

Produce a 30 - 60 seconds CG animation based on the idea of a 'Domino chain reaction'. Your challenge is to convincingly design a set/contraption/concept and animate a series of chain reactions from beginning to end.

Base your design and ideas on a theme. How will it relate to the overall design of the chain? (i.e. a circus, kitchen utensils, mechanic's garage, a pinball machine and etc.)

Your mood board (montage) should also be supported with the use of photoshop/illustrator.

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Tasks and Assignments• Create a photomontage of your 3D animation in Photoshop. Using the selection tools

gather found images to illustrate the chain reaction of your 3D animation. The montage should be saved for print and for web. Please note there are four settings to check for each document.

• Create a vector drawing using the pen tool in Illustrator. This should be a line drawing only. The illustration should show perspective, scale and the sequence of events in your 3D animation. Save as a .ai file.

• Create a library of textures. These textures should be created using the offset option in Photoshop. Save as jpgs and upload to your blog. Add print screens if you have used these textures in Maya.

• Create a visual of your final 3D Animation. In Photoshop edit your prints screens taken in Maya to create a visual of how the chain reaction occurs in your 3D animation. It should clearly demonstrate the sequence of events. Save as a jpg and upload to your blog.