Wednesday, December 28, 2011

Tutorial on Lighting

Three lights: the Key LightFill Light, and Rim Light (also called Back Light), are adjusted to achieve the classic Hollywood lighting scheme called three-point lighting.

Three Point Lighting


This GIF Animation shows the role of the 3 lights.



Here's how to set them up in your 3D scenes:
1. Start in Darkness. Make sure there are no default lights, and there's no global ambience. When you add your first light, there should be no other light in the scene.
2. Add your Key Light. The Key Light creates the subject's main illumination, and defines the most visible lighting and shadows. Your Key Light represents the dominant light source, such as the sun, a window, or ceiling light - although the Key does not have to be positioned exactly at this source.
Create a spot light to serve as the Key. From the top view, offset the Key Light 15 to 45 degrees to the side (to the left or right) of the camera. From a side view, raise the Key Light above the camera, so that it hits your subject from about 15 to 45 degrees higher than the camera angle.


Key Light Postion


The key light is brighter than any other light illuminating the front of the subject, is the main shadow-caster in your scene, and casts the darkest shadows. Specular highlights are triggered by the Key Light.
NOTE: Be sure to stop and do test-renders here. Your "one light" scene (with just the key light) should have a nice balance and contrast between light and dark, and shading that uses all of the grays in between. Your "one light" should look almost like the final rendering, except that the shadows are pitch black and it has very harsh contrast - see the GIF animation at the top of this page, while it only has the Key light visible.
3. Add your Fill Light(s). The Fill Light softens and extends the illumination provided by the key light, and makes more of the subject visible. Fill Light can simulate light from the sky (other than the sun), secondary light sources such as table lamps, or reflected and bounced light in your scene. With several functions for Fill Lights, you may add several of them to a scene. Spot lights are the most useful, but point lights may be used.
From the top view, a Fill Light should come from a generally opposite angle than the Key - if the Key is on the left, the Fill should be on the right - but don't make all of your lighting 100% symmetrical! The Fill can be raised to the subject's height, but should be lower than the Key.


Fill Light Postion

At most, Fill Lights can be about half as bright as your Key (a Key-to-Fill ratio of 2:1). For more shadowy environments, use only 1/8th the Key's brightness (a Key-to-Fill ratio of 8:1). If multiple Fills overlap, their sum still shouldn't compete with the Key.
Shadows from a Fill Light are optional, and often skipped. To simulate reflected light, tint the Fill color to match colors from the environment. Fill Lights are sometimes set to be Diffuse-only (set not to cast specular highlights.)
4. Add Rim Light. The Rim Light (also called Back Light) creates a bright line around the edge of the object, to help visually separate the object from the background.
From the top view, add a spot light, and position it behind your subject, opposite from the camera.  From the right view, position the Back Light above your subject.


Back Light Position

Adjust the Rim Light until it gives you a clear, bright outline that highlights the top or side edge for your subject.  Rim Lights can be as bright as necessary to achieve the glints you want around the hair or sides of your subject. A Rim Light usually needs to cast shadows. Often you will need to use light linking to link rim lights only with the main subject being lit, so that it creates a rim of light around the top or side of your subject, without affecting the background:


Back Light Renderings
No Back Light (left), Back Light added (right).


That's it.  Three-Point Lighting can be a simple starting-point for lighting just about any subject. By walking through it, this tutorial introduced 3 of the main visual functions served by lights in your 3D scenes: Key Light, Fill Light, and Rim Light.  In a more complex scene, there are other types of lights used as well: Practical Lights, Bounce Lights, Kickers, and Specular Lights, which serve other visual functions.  The book Digital Lighting & Rendering goes into much more depth about these.
The vocabulary of describing lights by their visual function is something you can apply in any scene.  However, even when you use Key, Fill, and Rim lights, don't think of three-point lighting as an excuse to light by formula, or to make every scene look the same.  You should begin each scene by looking at what is motivated, by which kinds of light would really be in that particular scene.  There is usually some direction from which the light is brightest, and that is where the Key light should come from.  If the object is back-lit, then there may be a rim, in other cases there isn't one.  It is observing the actual colors, tones, contrast, and direction of real light that actually informs how to create believable scenes in 3D.
While the original first edition of Digital Lighting & Rendering had a chapter focused on Three Point Lighting (which was the inspiration for this tutorial), the new Second Edition de-emphasizes this approach.  Three Point Lighting is still covered in the chapter on Lighting Creatures and Characters, but it is put into a context of understanding the different visual functions of lights that are commonly used in lighting animated characters.  By not presenting it first, hopefully beginning artists won't mistake three point lighting for any kind of a formula or recipe.  If you are trying to create believable lighting that fits with each unique situation, there's no shortcut to skip studying the motivations and qualities of real lights that would occur in a particular scene.

Thursday, December 22, 2011

Tutorial on Modelling

3DS Max is widely used in spine and patch modeling, character animations, inverse kinematics, rendering, lighting, mesh and many more. Proper texture mapping and appropriate materials should be used to render a realistic effect. 3DS Max is a very powerful material editor that gives your creativity the required edge. With the help of this software package, you can give your reel characters a real touch. Nowadays, many 3DS Max tutorials are available. You can take help of these tutorials to create your 3D rich designs and visualization effects.

Sometimes, the imaginary world is much better than the physical world. The most important part of the 3DS Max is modeling. Only a perfect modeling can derive satisfactory outputs. Tutorials can help you to learn more about the 3D film effects, complex design virtualizations, rich and realistic game characters. The 3DS Max is mainly used by the visual effects artists, design visualization specialists and the game developers. It has a tools-package that assists you to easily create a variety of shapes like cylinder, sphere or box and even helps in sketching the character outline.
Once you master these 3DS Max modeling techniques, it is quite easy to create simple to complex characters or animations. Animation can sound challenging to learn but once you start using the tutorials, you’ll get a quick and good grasp on it. Using this software and its advanced designing tools, you can create very realistic images and computer generated models. The materials used are very important for creating realistic models. For example, while modeling an animal or a person, proper scale is required from multiple angles and this can only be achieved with the help of 3DS Max.

Once you are through with the tutorials, you would be able to develop a model. By altering the shapes and adding some additional features, provide some realism to the selected models. After the realistic model is developed, it needs to be textured to get a good effect. There are more than hundreds of textures available in the 3D models from skins to metals to fabrics. And finally we get down to the lighting effect; this too is very important for the models and should be placed in a natural position to witness the proper effects. Multiple lights could also be used to enhance and stimulate the objects surrounding the model. Thus, with proper approaches, you can achieve beautiful 3DS Max models.

Example Tutorial:

LE MODULOR

Modulor is a anthropometric scale proportions designed by Swiss-born architect Le Corbusier in France (1887-1965). It was developed as a bridge between two incompatible visual scale, the Imperial and metric systems. It is based on the height of an English man with his hand raised. It has been used as a system to express a number of Le Corbusier buildings and then encoded into the two books.

Le Corbusier's developed the Modulor in a long tradition of Vitruvius, Leonardo da Vinci's Vitruvian Man, the work of Leone Battista Alberti, and others try to discover the mathematical proportion in the human body and then to use that knowledge to improve both the appearance and function-art building. This system is based on a human scale, double unit, number of Fibonacci and golden ratio. Le Corbusier described it as "range of harmonious measurements to suit the human scale, universally applicable to architecture and to mechanical things." With the Modulor, Le Corbusier tried to introduce a visual scale measures that will unify the two systems is incompatible systems: Anglo-Saxon foot and inches and metric system of French. Despite his interest in ancient civilization used to measure system associated with the human body: elbow (cubits), fingers (digits), thumb (inches) and others, he was troubled by the metre as a measure that was a forty-millionth part of the meridian of the earth.

Modulor graphic representation the number of people treated with one of the branches were raised, standing next to two sizes uprise, one red siri central figures based on height (1.08m in the original version, 1.13m in the revised version) and then segmented according to Phi, and a blue series figures based on overall height, double the height of the navel (2.16m in the original version, 2.26m in the revised), segmented same. A spiral, the graphically was  developed between red and blue segments, as if to mimic the volume of the human figure.

Friday, December 16, 2011

Lesson 3 & 4 Mind Mapping

Mind mapping, introduced by Tony Buzan. A creative Mind Map is able to stimulate and create interest to the individual and also to the viewer.

Method Creative Thinking: Logical and Associated mind map Technique
-Logical Mind Map
 directly connected to stereotypes.
-Associated Mind Map
 able to generate random words and also how the links between words.
-Logical Mind Maps & Stereotypes
 have to understand what a stereotype is.

Definitions of Stereotype

  1. A conventional, formulaic, and oversimplified conception, opinion, or image.
  2. One that is regarded as embodying or conforming to a set image or type.
  3. Printing. A metal printing plate cast from a matrix molded from a raised printing surface, such as type.
Example: Logical Mind Map


Rules of Logical Mind Mapping
  • Always have your SUBJECT in the center of the page.
  • Make the subject more dominant.
  • Decide on the main categories.
  • Try to have different categories.
  • Try to use drawing or images to more interesting.
  • Idea should be shaped like the roots of a tree.
  • It is OK to repeat words or even interlink certain words.
Benefit of Logical Mind Mapping Technique
  • It is concise way of listening and categorizing a mass of information.
  • The word will help trigger memories and reduce the amount of note taking.
  • More interesting. 

Saturday, December 10, 2011

FORM FOLLOWS FUNCTION & FUNCTIONS FOLLOWS FORM

Form follows function principle that states that the form or the shape that taking should be selected based on function and purpose intended. It is often used in architecture, engineering and industrial design. Statement of function following form is used for graphic design and desktop publishing too. As a designer, design elements that make up the design and page. The objective function of design whether it is a sign for directions or a book that entertains with stories. To practice the rule of function following form, start the design process with the prior information as possible about the purpose of creating your piece.

                                     
Function follows form where the function is not clear unless the building is to tell you what it is. A door on the stage, not so much functional connection between the two spaces, but thenarrative device. This also works for more complex structures such as cities.Organizational logic design of E. Kettelhut 's, Metropolis film immediately understood as an image of class distinctions. This principle, narrative inscription in space structures, such as Norman M. Klein calls "scenario space", space architecture is experienced as a movie script space. Readability of this work in two main ways: building a second life tells us both about how they expect their creator to be used, and how their owners want to be seen by others.

Wednesday, December 7, 2011

Human Factors in Exhibition Design

The human is the design factor that will relate the composition of the exhibition design. The age, sex and physically profile is one of the influence on exhibition design. There are children, teenager, adult and old people with either male or female. Besides, the eye-sight of the human being which have the low, medium and the high visual of the eye-sight. Moreover, the hearing of human being also is one of the factor. On the other hand, the mobility and the language are the factor of exhibition design which the human able to walk or with wheelchair and the language usage.

Adult

 Children

Old people

Teenager