Thursday, 1 January 2015

Study of 3D max - Material editing

Material Editing :

Introduction to Materials Editing

Before you begin this section, and if you haven't already done so, you can read a brief overview of Materials Editing in the description of the 3ds max 6 Operations.
 The Materials Editor is a window that allows you to control surface properties of objects you have modeled. These include color, texture, transparency and reflectivity.
This window contains a sample palette where, like a painter mixing colors before applying to a canvas, you can manipulate sample swatches until you are satisfied with them, before applying them to objects in the scene. Any changes you make to a swatch in this palette are automatically updated in objects in the viewports to which the material has been assigned.
You can also define materials through hierarchies of surface properties. For example, you might apply a label to an object which in turn has its own material properties. Surfaces can be either static or animated. An example of an animated material could be the flickering moving images on a TV screen.

Materials can be accessed from:
  • the Material editor
  • the scene
  • an external collection of predesigned materials (material library)

The creation of realistic-looking materials requires a bit of trial and error. The following are sample settings for ten different materials, meant to be used as reference points for creating other materials.

* Shiny apple surface
*Checkerboard 
*Cork
*Green glass
*Knife blade
*Knifehandle
*leaf
*Moon surface
*Orange surface 
*wood

Explanation about 3D Max software and study on 3D max tools .

This is some model which are model in 3D Max .


Software Capabilities

3ds max 6 gives users the ability to construct digital three-dimensional models and, by applying lighting, materials and other features enabled by the program, to create photorealistic renderings and animations of the 3D objects.
Additionally, 3ds max supports the use of other file types that can be in the form of image maps, plug-ins, pre-built models from other programs such as AutoCAD, and rendering images and animations.
The software has a range of applications in industries such as building and industrial design, where accurate digital simulations have widely replaced physical mock-ups for testing and visualization purposes, as well as in the entertainment industry for creating and animating fantasy environments and characters.

Operations

There are six primary operations that you might exercise through 3ds max, and through a combination of these achieve realistic simulations.
Modeling tools allow you to create 3D geometric primitives from scratch or to loft or extrude pre-drawn 2D shapes.You can convert an object to an editable surface which can then be edited for precision. Through the modifier tools, you can further refine the geometry of objects you create. Modeling is covered in more detail in the Introduction to Modeling.
Materials Editing provides a sophisticated range of controls through which you can manipulate the surfaces of objects, by adding texture maps and changing such behavioral qualities of materials as reflectivity, opacity, specular color and highlight, self-illumination and so on. Materials Editing is covered in more detail in the Introduction to Materials Editing.
Lighting tools allow you to create either standard or photometric lights which can be assigned qualities that enable them to cast shadows, project images or to manipulate atmospheric lighting effects. Lighting is covered in more detail in the Introduction to Lighting.
Cameras can be introduced into the scene which have real-world controls so that you can manipulate static controls like lens length and field of view, and use motion controls such as truck, dolly or pan. Camera views can be saved so that you can always return to them after panning or zooming in the viewport. Cameras are covered in more detail in the Introduction to Cameras.
Animation adds the fourth dimension of time to your project, so that any transformation in position, geometry, surface material or lighting can be recorded relative to a timeline to create movies. Existing movies can also be incorporated into your project as a background for animated objects that you create with 3ds max. Animation is covered in more detail in the Introduction to Animation.
Rendering adds color and shading to your scene, creating either physically accurate simulations of the effects of light on material space or approximations of these effects, depending on the lighting solution used. Rendering is covered in more detail in the Introduction to Rendering.

3ds max 6 interface

The 3ds max 6 application window opens with a new scene file or workfile. Opening a new scene is equivalent to opening a new document in Microsoft Word.
Each application window can accomodate only one scene file. However, depending on the amount of RAM on your computer, more than one applicaton window may be open at any time, each with a different scene file.
The default workspace is arranged as shown below in figure 2.1. You can reconfigure the standard settings through the Customize menu in the main menu where UI (user interface) preference settings are located. You can also change the standard viewport layout through theConfiguration option, which will we will get to later.
As you can see, the standard workspace layout contains several zones. At the top are the main menu and the main toolbar. On the left-most side is a reactor toolbar which contains advanced tools. At the far right is the command panel where tools for creating and modifying objects are located. Some of these commands can also be executed through the main menu. A timeline or trackbar and other animation controls are included in a bar at the bottom.
The central workspace consists of four viewports each of which contains a different view of the scene. Viewport navigation controlssuch as zoom or pan tools are located at the lower right corner of the workspace. The use of multiple viewports is essential in 3D modeling, to ensure that relationships between objects in the scene remain accurate in all three dimensions whenever you perform any transformation.


Units

Main Menu > Customize > Units SetupMain
The System Unit setting affects the interpretation by the software of distance information. It also controls rounding off precision. Generally, you would need to change the system unit setting only when the scene is very large or very small. To preserve absolute size of an imported object, make sure that Respect System Units in Files is turned on.
The Display Unit setting affects how the distance information is displayed in the viewports. It is important to specify display units if you intend to merge scenes or objects, or use Xref objects.

Grid Settings

Main Menu > Customize > Grid and Snap Settings
Grids provide an immediate aid in visualizing scale. They are construction planes to which objects in the scene can be easily aligned. They also provide reference points for using grid snaps.
The Home Grid is the default grid that consists of three planes on the world coordinate axes. Construction occurs relative to these planes. You can change such things as the grid spacing and major and minor gridlines in the Home Grid Tab.
Main Menu > Customize > Grid and Snap Settings > Home Grid Tab
Occasionally you might want to align objects with a plane or object face that is not easily referenced by the home grid. In this case, you can use the Auto Grid feature or create a Grid Object which we will attempt in a later exercise. When active, a grid object or an auto grid which is made permanent will deactivate the home grid.
To reactivate the home grid:
Main Menu > Views > Grids > Activate Home Grid
To show or hide the grid in any viewport:
right-click on the viewport label > Show Grid / Hide Grid


Customizing the Viewport Layout

right click on the viewport label > Configure > Layout Tab > choose desired viewport layout
As you use the program more you may develop a preference for viewport arrangement which is different from the standard arrangement.


Basic Tools

Once you�ve set up the application interface, you are ready to model within the scene. Before you begin, you will need to know how to navigate the scene and select objects. This section, in addition will discuss some other tools that will make certain tasks easier, such as the align tools, snaps and grouping. This section is intended as an overview and also as an ongoing reference.

Viewport Activation and Options

Because there are multiple viewports, you will always have to first select the viewport through which you would like to perform any change within the scene. The choice of viewport would depend on the ease with which you can achieve the change in each of the different views. For instance, to perform a translation of an object along the xy-plane, you may want to work in the Top viewport. To assign a material to an object, perhaps you would choose the Perspective viewport where the selected shading option is Smooth and Highlights.
To activate a viewport:
right-click anywhere within the viewport except on the viewport label
You will notice that the active viewport is bounded by a yellow highlighted border. Left-clicking also activates a viewport but will deselect any objects that are selected at the time.
There are several options that you can access through the viewport menu, such as toggling between shading modes, changing the view of the viewport and, as we saw before, hiding or showing the grid and changing the viewport layout itself.
To access the viewport menu:
right-click on the viewport label

Wireframe is the shading mode that appears as a skeleton of the object and is usually the default viewing mode for the TopFront orBack, and Left or Right views. Smooth and Highlights is the default shading mode for the Perspective view. When you create custom camera views later on, you can access them from within the viewport menu under the Views option.

Viewport Navigation

The ZoomPan and Arc Rotate tools are located in the lower right corner of your 3ds max application window.
Not all of the tools are visible at once. Any of the tool buttons that have a small black triangle at its lower right corner contains a flyout with more tool options. A flyout can be accessed by clicking on and holding the tool button.

Zoom
Simple zoom in a viewport by clicking and dragging in the viewport
Zoom Extents
Zooms within the viewport to include all visible objects
Zoom Extents Selected 
Zooms within the viewport to include entire selection
Zoom All
Simple zoom in all viewports by clicking and dragging in one of the viewports
Zoom Extents All
Zooms within all viewports to include all visible objects
Zoom Extents All Selected
Zooms within the viewport to include entire selection
Min/Max Toggle
Toggles between multi-viewport layout view and maximized single selected viewport view
Pan
Moves the viewport parallel to the viewport plane by clicking and dragging within the viewport
Arc Rotate
Rotates view around view center
Arc Rotate Selected
Rotates view around center of selection
Arc Rotate Sub-Object 
Rotates view around selected sub-object
Field of View
Zooms similar to camera lens with larger FOVs approximating a distorted wide-angle lens view and smaller FOVs a flattened telephoto lens view.
Region Zoom
Magnifies rectangular region, selected by clicking and dragging, to fill the entire viewport

Object Selection




Use the Select Object tool to click on or drag a window around objects in a viewport or select from a list of objects through the Select by Name tool.
To select multiple objects:
Main Toolbar > select or select by name tool > click on one object or object name > hold CTRL key > click on other objects or their names
or:
Main Toolbar > select tool > drag a selection window around multiple objects
If there is a group of objects that you will repeatedly need to select as a group, you can create a Named Selection Set which you can later access to reselect the same objects.
To create a Named Selection Set:
select objects > Main Toolbar > click in Named Selection Sets field > type name of set



Align Tools 


select source object > Main Toolbar > Align tool > select target object > Align Dialog Box
The source object is the object that you would like to move into alignment with another. The target object is the object that will remain fixed in the alignment process.
In the dialog box, you will be able to control the mode of alignment and reference points. 




Further study on Digital illustration

Digital illustration :
Digital illustration is the technique of using a computer to produce original artwork. Digital illustrators use a combination of illustration software and image editing software to createcomputer art. Digital illustration is not merely the manipulation of images with software; it is the actual creation of new art with digital tools.
An artist might use a graphics tablet or a mouse to create digital artwork. A graphics tablet is an input device that connects to the computer and has a tablet, or pad, with an attached pen. The artist uses the pen to draw on the tablet. The resulting image is saved to the computer, where it can be enhanced and refined. Some artists use a mouse for digital illustration, but many find that they can control images better with a pen than a mouse. Graphics tablets also usually have some degree of pressure sensitivity, which gives artists more flexibility in the way they draw.
The software used for digital illustration can be either vector-based or raster-based. Vector-based software draws paths—shapes and lines based on mathematical principles. The paths it draws are fully scalable. Making them larger or smaller does not affect them or make them "fuzzy," like bitmap, or raster, software does. Raster-based, or bitmap, software creates images from pixels, which are small rectangles that make up an image on a screen. Because each pixelmight contain bits from different parts of an image, the image gets fuzzier as it gets larger, so there is a limit to how much a raster-based image can be scaled. Typically, drawing software is vector-based, while image editing software is raster-based.
Someone who wants to become a digital illustrator generally needs to be extremely familiar with both vector- and raster-based software. There are not very many vector-based software packages; Adobe® Illustrator® is by far the most commonly used by professionals. There are a number of raster-based applications, but Adobe® Photoshop® is preferred by many illustrators. A digital illustrator may or may not have a background in traditional art, but will often have a background in design.
Digital illustration is used in nearly every area of graphic design and illustration. It is used extensively in web design and software design, as well as in the creation of posters, t-shirts, computer animation, and advertisements. Digital illustration is often combined with traditional illustration, especially in books and comic books, to produce a truly unique style of art.


Digital Illustration And Art Techniques 
  • Digital illustration is the technique of using a computer to produce original artwork. Digital illustrators use a combination of illustration software and image editing software to create computer art.
  • Illustrating, or vector art, is useful for lines and curves, while bitmap and raster programs are best for adding elaborate effects.





Redo on task 3 Digital Illustration.

I had done some research and some learning from internet .
I also used what Mr.Safiq teached me in my portrait drawing .

This is the progress :D

1.Tracing.

2.With color pallet.

3.This is the base color .

4.Add some medium color.

5.Some  darker color add into the potrait .

6.I also add some lighter color of pink to it.

7.Done some of the color correction.

8.The eye I paint with base color ,darker color and some highlight

9.Neuralise the color of the eyes.

10.Add some darker color to create the outline .

11.Control a bit of the face color.

12.Add some outline to the potrait and keep working on the lips.

13.Finished painting the lips.

 14.Paint the base color , darker color and come lighter color of brown to the hair.

15. I create a brush to make the effect of the hair . My potrait task 3 was done !


Close up on the eyes :




Closed up of the hair .



Closed up of the lips .



Closed up of the nose.