Wednesday, June 2, 2010

3D Exam


i posted two picture, the top showing a glass effect in the window to see through the wall, then with the bottom the same effect but a little lighter and more realistic. i added a cloudy sky to give the impression of looking out of the house window into the afternoon sky.

Tuesday, May 25, 2010

toy stroy 3

Toy Story 3 Animation Thoughts
There is a large process that animators and writers have to go through to make a truly great movie. Pixar has a team of animators, designers and developers that have been employed to work with each other since 1995, giving them a chance to feel more comfortable with each other’s ideas and design styles then that of a group of freelance artists who are scrapped after the movie is completed. The team starts off the movie making process with an excessive amount of planning and thinking that is most often scrapped for what seems to be a better idea.
The beginning stages of the movie often start with a group thought of a great storyline, moving into many story boards, concept art sketches and digital illustrations. This may include clay sculptures of different characters, storyboards of the opening scenes or digital designs of possible scenery. After that, simulated designs of fur, wood and other textures are added to the different characters and scenery to give a rough concept of the overall frame. When the writers believe they have what they want for the basic story the compile everything into a story reel; or a large digital flipbook, and have everything critiqued by the employees of Pixar, including executives and grunge workers.
About a quarter of the way in, actors are brought into the studios to have their lines recorded over and over again. Each actor will say their lines dozens of times with different expressions in order to get the feel right. After all the voices are recorded designers will animate the computer models to simulate the expressions on the actor’s faces in order to give a natural feel to the animation. While the animators are getting their models to look realistic, there are shaders to help give the toys a more realistic looking plastic look. This includes shading almost 1,000 pivot points per character.
When the shading and modeling is completed, there is a team of people designed to give texture to the 3d models and make them look as realistic as possible, whether it may be wet fur or a really old carpet. They stay up late each night to get the work finished, rendering as they go. Which may take anywhere from seven to eleven per frame. Once the rendering is completed, the frames are compiled into one large sequence with the audio and the fully animated scenes of the movie is completed.

Friday, May 14, 2010

Wednesday, May 12, 2010

IS absent tuesday.

1. i want to make a glass material technique in 3ds max.
2. i will have to create a model that can use a glassy material to make it look real.
3. This will help make me a better interactive designer because then i can utalize the glass and make something that is very real in the world, plus there are different levels of glass.
4. http://www.tutcity.com/tutorial/glass-material-in-3ds-max.11748.html
5. i can show my model and showcase the use of this technique.

Wednesday, May 5, 2010

Website

1. Do all of the site links work? All but two video links in one page.

2. Do all of the images load correctly. Yes

3. Does the page load from a jump drive on a different computer? Yes

4. What do you like about the page? The Flash to show the graphics

5. What could use improvement? More vibrant style

Wednesday, April 14, 2010

day one of portfolio design



the index page and the top part of the screen for the three other pages

Monday, April 12, 2010

artists statement

definition:
Your artist's statement can be anything you want it to be, but primarily, it should help potential buyers, students or employers to understand what you believe to be the most important aspects of your art and the techniques you use to make it. The statement should summarize these things in as few words as possible, preferably short ones, and not be a lengthy dissertation on your place in the future history of art

mine:
Many things in this world are overlooked. the most simplistic designs have the ability to make a mind wonder. my work is of all things in this world, simple and exotic.

good and bad

Good.
shaun venish venish.com
shane kavanagh urbancool.net
alex pardee eyesuckink.com
Bad.
nate smith natesdesign.com

Tuesday, April 6, 2010

iPad

The iPad is basically just an oversized iPod and will receive the same amount of hype and the same amount of evolutionism that the original iTouch got when it came out. There will be lots of people that get one and it will be really cool but it won’t be the changing factor in how most people compute. A majority of the populous will still rely on the desktops and laptops in the world for most of their computer needs. I think that the iPad will become a mobile web surfing and game player just like its older brother, the iPod. It is not an actual computer by the means of say a Dell or HP, it’s more of a cool little accessory. Saying the iPad is in the same computer category as a laptop is like saying the iTouch is a computer, yes it can surf the web but that doesn’t mean it should be considered a computer. Even a TiVo can surf the web. Also, as for inspiring a new class of computer, the idea of a touch screen has not been a new idea as of the past ten years. There are tons of different companies that have made different computers that have interactive screens that don’t need a mouse. I personally think that most people need a mouse for the precision needed to navigate on a screen, the population feels more comfortable with a pointer on the screen instead of controlling it will your finger. Overall, the iPad is just a supped up iTouch and that’s all it will ever be.

Wednesday, February 3, 2010

My WIWTD Project

To make realistic looking fire:
From Geometry > Particle Systems > Super Spray

use the super spray to make a super spray emitter

Next, From Viewport Display, choose Mesh. From Particle Quantity choose Use Total and enter 470. Under Particle Motion enter 3 for the Speed. Under Particle Timing enter -30 for Emit Start, 200 for Emit Stop, and 200 for Display Until. Under Particle Size enter 20

Still in Particle Size, enter 0 for Grow For, and enter 25 for Fade.
Under Particle Type > Standard Particles, choose Facing.
Choose 9 for spinners

Make sure the Particle Emitter is selected, and then press the Assign Material to Selection button. Under Shader Basic Parameters choose Face Map – every particle should have its own unique map. Under Blinn Basic Parameters, press the blank slot beside Opacity, so as to choose a map for the basic opacity material for the emitter

This is our basic shape for the fire. The smoke map gives the advantage of being applied as one continuous image on the particles, as if the particles were a single plane, and at the same time you have the option of Face Map toggled on for the use of other maps! Still, the edges of the particles are harsh and need to be smoothed

The mask map we will apply will omit the harsh edges of every particle; the black colour that the mask map will draw around a single particle will be regarded by Max as zero opacity, and thus we will have a smoothed particle with the map shown only on the white part of the mask

In the Gradient map panel, under Gradient Parameters > Gradient Type, choose Radial. Click on the Color 2 slot and change to full white; click on the Color 3 slot and change to Red 128, Green 128, Blue 128, Hue 0, Sat 0, Value 128

Now in the Gradient panel, under Gradient Parameters, change Color 1 to full black, Color 2 to full black, and in Color 3 enter Red 255, Green 231, Blue 80, Hue 37, Sat 175, Value 255. In Color 2 Position, enter 1

Now in the Gradient panel, under Gradient Parameters, change Color 1 to full black, Color 2 to full black, and in Color 3 enter Red 255, Green 231, Blue 80, Hue 37, Sat 175, Value 255. In Color 2 Position, enter 1

This negative value will make our fire glow!!!

BAM! FIRE!

Monday, January 25, 2010

bam

HTML Work:
What is HTML and what is it used for?
it's the most widely used language on the Web. the language marks the document to give addtional meaning to the text, graphics, ect.

5 tags:
*<> - used to show what is a title in the document
*< src="/images/myphoto.jpg"> - used to imput an image into a document
*The <> tag is parent to the <>, <>, and <> elements
*<> is parent to tag
*<> - a break, used to give an extra horizontal space in the document

when closeing tags, always start in order at the beginning ( tag 1 then 2) and then go backword when closing (2 then 1)

parents and child tags are used to show where the text will be displayed, such as a bullet in a word document.
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we worked on the video some more. did a lot of revisions. we finished the beginning title scene and gave our project a name. we also revised the capitol building scene. i gave it a guy on top and did some lighting to try and make it look better. i did a moon type effect so we dont have to explain the crazy lights actually on the building. we also redid the end scene and revamped it with some major changes. it looks a lot better now. we changed the james hoban scene.

Thursday, January 14, 2010