The 7A3 – Goes Like Dis (1988) [X]
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The 7A3 – Goes Like Dis (1988) [X]
The 7A3
Here are the Scifi metal images. I had a TON of issues with this one and sadly this is all I could muster even after multiple attempts...
Another Question
Going through making the panel for the metal wall. On the part where I'm making the Panel layer, what does it mean on step 9:
9. Set the Fill of this layer to 0.
It says I can fill my lasso selected sections with any color but it doesnt look right so I figure I'm missing something...
Questions...
So after several weeks of life (and all that goes with it) I will be catching up on the missing work. I have been going through the metal base project and have a question:
Do you have to make your metal source a tile image like we did with the stone wall? It seems to indicate this in the steps but I'm not sure if thats what it really means? The steps as a whole are not very clear some times (I had to look at the pictures on the next page to see how he did the light effect).
Brett B Week 5 Vocabulary
Shader - A mini-program that processes graphic effects in real time.
Vertex Shader - Manipulate geometry (vertices and their attributes) in real time.
Pixel Shader - Manipulate rendered pixels in real time.
Bui Tuong Phong - Inventor of the Phong reflection model and the Phong shading interpolation method, techniques widely used in computer graphics.
Jim Blinn - A computer scientist who first became widely known for his work as a computer graphics expert at NASA.
Phong Shader - An interpolation technique for surface shading in 3D computer graphics.
Blinn-Phong Shading Model - A modification to the Phong reflection model, it is the default shading model used in OpenGL and Direct3D's fixed function pipeline.
Graphics Pipeline - Also referred to as rendering pipeline, it most commonly refers to the current method of rasterizaion-based rendering.
Diffuse - A map or image that contains only the color information for a surface.
Blend - Combines two textures without changing either image.
Additive Blending - The color model brightens the base map. Black becomes completely transparent.
Subtractive Blending - The color model darkens the base map with the new image. White becomes completely transparent.
Detail Mapping - When a layer is laid on top of a low-detail color texture.
Depth of Field - Creates the illusion that objects in the background are far away by blurring them.
Heat Haze - Used to create the shimmering effect you see emanating from very hot objects or surfaces.
Specularity - The highlight effect seen on most surfaces when light hits it.
Bloom - Effect that makes a light source appear brighter that it really is by taking the light source and spreading it over the boundaries of the object it is on.
Masking and Opacity - Masking typically uses a designated color as the "clear" color to show transparency (best used for plants and trees). Opacity maps instead determines whether an image is solid or transparent, or somewhere in between (best used for windows and such).
Illumination - Uses an additional image to control what portions of a texture are lit and to what degree.
Reflection/Cube Mapping - A series of images that the environment map uses to fake the reflections on the surface of an object.
Pan/Rotate/Scale - Moving, turning or enlarging/shrinking a texture to simulate movement.
Bump Mapping - The most basic type of map used to create depth and other effects in a 3D image, it is usually just a grayscale.
Normal Mapping - Calculates light and shadow in real time on 2D images to give them a 3D look.
Parallax Occlusion Mapping - Actually gives an image a texture (or topography if you will) to display detail in 3D on.
Why are shaders so powerful? Shaders are powerful because they allow for a much greater level of detail and realism in computer graphics than what was previously possible or practical.
Diagram and explain the workflow of a shader. The workflow of a shader is as follows:
Start with the shape of your object.
Add a color or diffuse map for the basic look of your desired object.
Add a specular map for highlights appropriate for the desired lighting.
Add a normal map for texture so your object looks less like a 2D painting.
Combine to create your colored object that shows details of texture and lighting.
What kind of maps are most commonly used by shaders? The type of maps used most commonly are color maps, bump and normal maps, specularity maps, illumination maps and opacity maps.
Describe the basic process of mapping a texture to an object. This process starts with a template when a texture needs to be mapped on an object. This template is generated from the UV coordinates that have been mapped out onto the 3D model. After the basic color information has been put into place, the other shader maps are created using this color map, the 3D model and even some hand painting. This UV map represents the exact way in which the 2D art will be mapped onto the 3D model.
What is a node-based shader system? A system that uses a near infinite number of possible movable nodes to create all shader effects for your final material. By combining all the desired effects you can create the image desired.
Brett B's Vocabulary Week 4
File Formats: Determines the way information (like pixels) is stored.
Compression: The act of making a file smaller in size.
Alpha Maps: Technique that allows you to show transparency in your digital objects.
Blending Modes: Used to change the way a pixel reacts with the pixels below it. This affects its hue, saturation, brightness and/or transparency.
Image Size: How many pixels the image contains.
The Grid: Used to help textures and objects like up with each other.
UV Mapping: Used to place a 2D texture on a 3D mesh to create a textured object.
Shaders: A mini-program that processes graphic effects in real time.
PSD: File type used for images edited in Photoshop.
Power of Two: All images made for textures must be in a pixel size that follows itself in powers of two, like 16x16, 128x128 or 2048x2048.
Planar Mapping: When a texture is projected onto a 3D surface from one direction.
Box Mapping: When a texture is projected onto a 3D surface from six directions.
Spherical Mapping: When a texture is projected onto a 3D surface from all directions in a spherical pattern.
Cylindrical Mapping: When a texture is wrapped around a 3D surface in a cylindrical shape.
MIP Mapping: The process in which all object on the screen are displayed using the same number of pixels, regardless of how far away the objects are and how much detail they contain.
Texture Atlas: Used to take a large group of textures that are related in some way, and putting them together all on one large texture to be rendered at the same time.
Unlit Textures: A texture that is unaffected by lighting and displays at 100% brightness.
Multiple UV Channels: A technique that combines several layers of simple images to create a detailed object or surface.
1. What are the three major areas of optimization? Asset, collision, and occlusion-based.
2. Which area(s) is/are relevant to texture artists? Asset-based optimization.
3. Which are not? Collision and occlusion.
4. List 5 of the most common areas of asset-based optimization and give a brief description of each.
MIP Mapping - Also called Level of Detail, used to speed up rendering and prevent wasting resources during that process.
Unlit Textures - A texture that is not affected by lighting and is displayed at 100% brightness.
Masking and Transparency - Used to make textures transparent.
Multiple UV Channels - Combining small or simple details of an object/texture over several layers to create that detailed view of the object/texture.
Lightmaps - Used to define light and shadow on the surfaces of your world.
5. Describe Masking and Transparencies:
Masking uses at least one color to represent 100% transparency on an object/texture. This generally results in hard, jagged edges.
Transparency uses a separate, additional channel or gray scale image called the alpha channel, to determine the opacity of a pixel.
A 512x512 image is how many times larger than a 256x256 image?
A 512x512 image is four times (4x) larger than a 256x256 image because it is twice as tall and twice as wide. In other words, four 256x256 images can fit equally into the space of one 512x512 image.