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Getting started © juhanita2015
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Learning Objective Introduction to the 3D Computer Graphics
3D vocabulary © juhanita2015
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Computer graphics the computer.
Computer graphics is another form of art where the creative process and ideas are developed and expressed into visual communication by using the computer. © juhanita2015
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Computer graphics Image Computer Image génération animation
Computer graphics, in general is categorized into three major parts of use: Image Computer Image génération animation manipulation © juhanita2015
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3D Graphics generated on the computer screens are flat?
3-dimensional width, height and depth. Everything in the real world is 3 dimensional How come then the 3d graphics generated on the computer screens are flat? © juhanita2015
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3D Graphics “Two dimensional representations of three dimensional objects.” Two dimensional refers to the 2 dimensional screen output of these graphics and 3 dimensional objects here refer to the objects which exist only in the memory of the computer. They do not exist outside the computer and have no physical form - they are just a bunch of codes and numbers. © juhanita2015
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Utah teapot The first modelled 3d object in history by Martin Newell, a computer scientist. He sketched on a graph paper with pencil. Next, the sketch was brought to the lab and modelled with Tektronix storage tube since there were no 3D packages then. All processes were completed by hand. © juhanita2015
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Utah teapot Data set of the Teapot © juhanita2015
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3D graphics outputs You may produce artwork in the following forms:
Still image rendering Web presentation VRML Movies © juhanita2015
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3D graphics outputs Still image rendering
A traditional medium ordinarily used by 3D artists to express/illustrate ideas. The output can be in any 2D image files such as Jpeg, Tiff, BMP, and TGA. © juhanita2015
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3D graphics outputs Web presentation
With new technology, we can browse 3D presentations on the web. CULT 3D enables us to browse a real time object with realistic real time texturing and lighting. Other interactive options can also be added for higher sophistication. © juhanita2015
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3D graphics outputs VRML
Virtual reality modelling language is one of the well-known formats for navigating 3D objects on the web. It is the first technology for 3D web navigation. © juhanita2015
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3D graphics outputs Movies animated clips instead of in still images.
You may want to render your work in animated clips instead of in still images. Graphics artists’ favourites are avi, mov, mpeg file format. © juhanita2015
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3D creation Vertex Lines/edges 3-sided polygons objects
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Vertex 3D geometry is composed of fundamental shapes that provide building blocks. The atom of the 3D World is the vertex, a point in space. The vertex is the first dimension, without width or length, simply positioned in space. © juhanita2015
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Lines: The Second Dimension
The points on the line contain information that determines whether they are straight or curved. In the 2D world these lines can create open or closed shapes and paths used for 3D modeling and animation. © juhanita2015
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2D text Text is another type of 2D object. © juhanita2015
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Three-sided polygons The basis of objects creation in 3D space
Face - three vertices join to create a triangular face Edge - the line joining each of the two vertices Polygon- can be two or more joined contiguous faces. © juhanita2015
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Objects Anything that appears in the viewport is either an object or a sub-object selection within an object. © juhanita2015
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Surface and Object Properties
Faces have additional information to define the smoothing between edges. Smoothing groups produce smoothing, so a ball looks like a ball rather than a collection of triangles. © juhanita2015
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3D axis and coordinate system
The position of 3D vertex is give three numeric values for X, Y and Z. These values are measured from a central point, the world space origin (0,0,0) 3D space consist also of three imaginary lines which defines direction. These lines are called axis. © juhanita2015
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3D Coordinate System 3 most common types of coordinate system available in 3D Studio Max. World coordinate system (fundamental) : remain the same regardless the viewport. View coordinate system : use the viewport as the basis for the X, Y and Z axis and remain the same no matter how your viewport on the 3D scene changes. Local coordinate system : the point about which an object transform (move, rotate, scale) is called pivot point or local origin of the object. The local origin of an object in contrast is the center of the local coordinate system. © juhanita2015
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3D viewports Whenever you look at your scene in 3D whether you are building your scene or ready to render images, you are looking through a camera. Your field of view is restricted to what you can see through that lens. © juhanita2015
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3D viewports By default, 3ds Max has cameras that let you view your scene in a panel: perspective viewport orthographic viewports Axonometric viewports © juhanita2015
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Orthographic viewports
side, top, front that correspond to the default scene views. Flat, Plan, or Elevation F, L ,T © juhanita2015
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3D viewports Axonometric viewport User viewport © juhanita2015
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Perspective viewport Human eye, POV , more natural Vanishing point
Distortion - scale and position © juhanita2015
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3D Transformations 3 operations collectively are called transformations : move (w): an object about in space. rotate (e): tilt an object or change the direction in which it is facing. scale (r): change its size. © juhanita2015
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Move relocate an object in space
in order to move an object to its final position, it can be moved in all 3 axis or constricted to certain axis © juhanita2015
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Rotate rotate an object into other orientation.
rotations, like translations are usually written as a set of 3 values, on each for the X rotations, the Y rotations and Z rotations. Rotate (90, 0, 0) means rotate X 90 degrees around and nothing around Y and Z. © juhanita2015
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Coordinate Systems and Rotation
When you rotate an object, three factors influence the way it turns : which coordinate system (world, view, local or user) is currently active. the location of the rotational center point (pivot point) which axis is chosen to rotate the object around. © juhanita2015
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Scale Change the size or the proportions of the object
proportional scale/uniform scale non-proportional scale/non-uniform scale © juhanita2015
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Proportional scale/ Uniform Scale
scaling factor is the same for all axis the overall size changes but the original proportions of the object remain the same. resize © juhanita2015
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Non-Proportional/ Non-Uniform scale
An object is scaled on one or 2 axis at a time. Squash and Stretch © juhanita2015
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Scale © juhanita2015
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Scale if scaling is by a negative number, means that the object will be flipped or invert. mirror © juhanita2015
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Cloning Duplicating objects in 3D Methods of cloning:
[Shift]+ Transform Snapshot Array Mirror Spacing Tool © juhanita2015
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Cloning There are three types of clone option: copy, instance and reference © juhanita2015
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Cloning A copy is a simple copy and they are not linked in any way.
An instance of an object means that modifying one would modify the other. A reference is a hybrid between the two. If you change any parameters within the modify stack of either the clone or the original, changes would be duplicated. If you add modifiers to the original, this would also be applied to the reference also. However, if you add modifiers to the clone, the original is NOT affected. Basically, the clone is a reference to the original. © juhanita2015
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© mcyuen2011 © juhanita2015
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© mcyuen2011 © juhanita2015
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© mcyuen2011 © juhanita2015
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Further Reading © juhanita2015
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