CU111.1 SOCIAL MEDIA AND YOUR CAREER WEEK 6

Our final blog before our study break was focusing on the wonders of social media to advance and help launch a potential career in your chosen field. This is always a powerful tool to use to reach outsiders you perhaps could not.

In this current world it is essential to have some sort of stamp in the interactive world. If you look around you everyone is on some device/ smartphone. Why not have you work shown so conveniently that with just a click of a button it can be view in the palm of that persons hand.

Social media platforms like Facebook, Instagram, tumblr etc are a great start to get your works out into the world as the prove popular in this day and age. I can account for it as I currently use both Instagram and tumblr to showcase my work. I have had a positive response and I have gained new connections due to these mediums. I have yet to be commissioned for a work but I feel that is based on my motivation with organising myself. This is something I have to work on. As a creative it is very easy for me to fall behind and I need to seriously consider strategies to combat this. I have considered writing a list of things to do for that day and tick off throughout the day and work my way up from there.

At one stage in my life I was tattooing and managing that very tattoo parlour. It was very important to daily update our Facebook and Instagram accounts as on of our main sources of income was thanks to social media. Without that platform on a business end it could of finically harmed the parlour. l look back at my time there and throughout that duration I gained new friends whom I know I could get into contact with in the future.

As outlined above it is important to keep in tune the ever so quickly changing world. Staying up to date will always impress future employers and having an understanding of the social medium platforms will advance your artwork.

MDU115.1 Research and Development Blog

WEEK 1

Pre production

Pre production is the early stages of development of a potential idea. These early stages of planning is considered the most significant within the planning for a potential concept.  Design itself, whichever field a creative is in Pre production is always considered a necessity. Whether you are in the field of advertising, film, visual artistry etc.   The pipeline aids the project/ concept in progressing to the deadline.

In the list below are common practises within the Pre Production timeline

  • Aesthetics (Look and Feel)
  • Style
  • Themes
  • Set-Designs
  • Concept Art
  • Characters
  • Environment Designs
  • Assets
  • Treatments
  • Story-boarding
  • Animatic

AnimationProductionChart

3D Modelling:

Revoluanary technology  has now made is possible to create objects, beings, environments, landscapes etc in a 3D environment. There are now a selection of programmes which can make these things possible such as 3DsMax, Mudbox, Maya or sculpted in Z-Brush.

Modelling is used with a 3D mesh. The basic process is comprised of connecting a set of points with various geometric data such as lines and curved surfaces with the goal of creating a model that represents a three-dimensional object.  There are four main methods when constructing a model these methods are:

Primitive modelling:

Simplest way of modelling. Modelling shapes such as spheres, cylinders and squares. Best used for beginners these shapes have been formed with a mathematical approach. A great way to start box modelling techniques.

Polygonal modelling:

consists of 3 parts:

vertices, faces and edges.

NURBS modelling:

modelling of curves and surfaces.

Splines and patches modelling.

creates 3d outlines of an object.

Experimentation using polygonal modelling, using the process of box modelling. Attempting to extrude faces. As seen below the positioning of some edge loops are not correct as I had neglected to use the channel box to correct my mistakes in turin potently creating a more mathematical approach.

Screen Shot 2015-10-20 at 4.18.55 pm

 

WEEK TWO

UV mapping

UV mapping (unwrapping) is the process of flatting out a 3D model into a 2D space.

2D textures follow vertexes to help create information for polygonal and sub division surfaces.  Both letters U and V indicate the axes in 2D.

UV mapping is crucial within 3D modelling as it marries with the surface mesh created and is telling of how the image texture is mapped onto the surface text.

In Maya the UV editor is used to first deconstruct the asset in turn re constructing the asset, by using such applications as the edge tool to un sew parts in turn creating more legible design aiding the application of future textures.

Textures

Once the unwrapping stage is complete and ensuring that you have creating a UV snap shot that can be easily transferred into photoshop.

Photoshop is key when creating textures for your asset. Textures help create the overall look for your asset. Five key factors to consider are:

  • colour
  • glossiness
  • reflectivity
  • transparency
  • adjust transparency level
maxresdefault

Digital Tutors (2011) Maya tutorial: UV edition. Retrieved from: https://www.youtube.com/watch?v=a0SPcwBx29M

Below is a quick experimentation regarding Texturing and UV mapping.

By using the “UV snapshot” application I was able to export my image ensuring it was saved as a .targa file to create a simple outline for my texture. Proceeding to use photoshop I created my texture.


mesh_test_
Screen Shot 2015-10-23 at 10.18.21 pm

Author, S. J (unknown ). Surfacing 101, Texture mapping  Retrieved from http://3d.about.com/od/3d-101-The-Basics/a/Surfacing-101-Texture-Mapping.htm

Maya Entertainment Creation Suite(2015). Maya 2015 [autodesk-help]. Retrieved from 
http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=Asts_Surface_texture

Shaders

Dilero states ‘Shaders help us define things like color, transparency, shininess and reflectivity in an effort to approximate the look and feel of real life surfaces like plastics, metals, glass, water and so forth’ A shader is a program thats controls polygons and pixels this in turn is how both the polygons and pixels are rendered. The four main shaders used with maya are as follows

  • Anisotrpic
  • Blinn
  • Lambert
  • Phong
component_image_1

(2011) components of a 3D Model retrieved from: http://www.3dvia.com/blog/components-of-a-3d-model/

Maya Entertainment Creation Suite(2015). Maya 2015 [autodesk-help]. Retrieved fromhttp://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=__files_Example_Plugins_Shader_source_code_examples_htm

Author J. Dilero (2011) components of a 3D Model retrieved from: http://www.3dvia.com/blog/components-of-a-3d-model/

Rigging

Rigging is a 3D skeleton bound to the 3D mesh, rigging is a required step before creating an animation. Just like a real skeleton rigging requires the use of joints and handles to aid movement to the character/ object etc.

  • Joint Hierarchy
  • Forward Kinematics (FK)
  • Inverse Kinematics  (IK)
  • Facial Rigging
  • Degrees of freedom/Constraints
  • Facial Rigging

Animation

Animation can come in a verity of mediums the two most common are 2D and 3D. commonly used in games, film etc.

When creating an animation in 3D things to take into account all the steps previously explained in my blog to make a cohesive animation. We have to take into consideration movement and readability of the design/and or model in order to make a working animation.  Within working with the animation side important factors to take into consideration are:

▪ Hierachies

▪ Pivot points

▪ Keyframing

▪ Editting keyframes

Ghjklgiphy-1

Within class we animated an eyeball using all points stated above and gaining a basic understanding of the graph editor which in turn controls each frames movement creating a more fluent animation and giving it more of a realistic quality.

WEEK THREE

Lighting

Lighting will boost the assets, environment etc Creating lighting around certain parts of the assets can highlight key features, creates shadowing in turn looking more realistic with greater or little detail (depending on how close or far away your object, background etc is)  There numerous techniques each serving a different purpose in Maya

Screen Shot 2015-10-23 at 10.56.53 pmScreen Shot 2015-10-23 at 10.57.00 pm

Trying out lighting within maya I have used “two sided lighting”

Author, Olga. (Year: Unknown). How to Light a 3D Scene. Overview of Lighting Techniques. 3D.ACE, Retrieved from http://www.3d-ace.com/

Rendering


Rendering is the process of creating an image or sequence of images from a scene. These image/s are created based on 3D data with Maya. The difference in rendering within a 3D environment is that scenes being photographed are imaginary and need to be created or re created in a 3d environment.

Rendering processes each pixel in each frame. This can be quite a timely process when animations are highly complex. This is why a polygon count is set for important projects as it could disrupt the final output for a project.

Author, Birn. Jeremy (2002). 3D Rendering (for Dummies.) what is rendering?  Retrieved from http://www.3drender.com/glossary/3drendering.htm

Compositing

After rendering is completed compositing is the next logical step to completing your project. Compositing is the process of layering two or more images together that have been previously created to form a new image. These type of images include:

rendered computer animation

  • special effects
  • graphics
  • 2D animation
  • live action
  • static background

When compositing an alpha channel is used to determine how the video is mixed. The alpha channel helps recognise the presence and degree of opacity of objects, enhance  lighting, matching blacks and other colour levels. It also helps with determine where the video/image is laid over another.

Image source: https://animationmethods.wordpress.com/2012/11/03/how-to-animate-using-maya-2013-by-animation-methods/

WEEK FOUR

HIGHLIGHTS AND PIONEERS OF ANIMATION

  • Jim Blinn:
Blinn-Phong Shader Model, Bump Mapping

Blinn is consider a pioneer within the 3D community helping shape the future of 3D programming In 1987 Blinn became known for writing the Blinn-Phong shader model which transformed the way in which light cooperated with 3D surfaces within the software and the creation of the Blinn-Phong Shader was a quick way to forming reflection on a 3D model. . This can be attributed to the fact in his prior field of work he was employed by NASA. His main role was developing the visuals for the Voyager mission In addition.

Other accredited notes of  Blinn is that of producing bump mapping which is a technique that creates bumps and wrinkles on 3D objects.

Author Seymour. M, (2014) Founder series: Industry Legends Retrieved from http://www.fxguide.com/featured/founders-series-industry-legend-jim-blinn/

Saturn

Author, Unknown (2013)Synthetic image of Saturn, originally made in 1980, re-rendered at high resolution 1994 retrieved from http://www.jimblinn.com

CU111.1 WEEK 5 Inclusive Design

This week in CU111.1 was the week of Inclusive Design. This broadens the discussion into culture, race, age, sex/gender, impairments such as visual, hearing impairments and others that have disabilities.

Inclusive design allows for your potential idea/s to ensure a larger audience can be in tune to your project/s put in place by your employer. One or many may be aiming for a target audience. This is in turn is known as cultural appropriation. This is a subject that brings to question for me ideologies of some.

From taking the Harvard test on racism test in class it was clear to see the social bias that does impact some. Meaning some people have grown up around a certain culture and have learned from family, friends etc.

Some ideologies of others. I feel that this is attributed to the lack of education, little media awareness etc. These views lead us blind from the people we see and possibly ourselves. One judgemental view of others will not help our society grow and by having an general understanding of everyone around as is needed.

We need to take into account that everyone has been bought up with that of different cultures and their view on others, unlike themselves could be skewed, if not researched properly. For example creating a certain character in the work place such as a female. In past and the present female characters are often sexualised with the signature big bust and tiny waste. We need to change, that beginning said males have falling under this umbrella to. Also in some of the works produced today, animations has some racial stereotypes that have been depicted. It is sad that these are these ‘ideologies’ of both of the past and present.

CU111.1 Week 4

CU111.1 topic at hand this week was rather insightful. The overview of our lecture was that of the interview process.

It is important to remember that no employer settles on your portfolio alone. Many factors are taken into consideration and are evaluated over the course of one and or many interviews. Like any job one must be punctual ensuring that they have made it to the said interview on time this creates a trusting approach. Time/ punctuation is significant is my current job as I currently run a bar without supervision. Without my punctual timing  the company could potentially run into problems and this is related to many creative industries as many periods you can work alone.

Personality and organisation is another key factor when being interviewed for a promising job. Although job interviews can be scary it is also a way to break through your own personal barriers in my opinion. Even if one is nervous showing a interest, excitement for the project can be promising for future employment.

Organisation is a fine point within the creative industries. If you are not organised with your portfolios, web based portfolios etc. Make sure you portfolio is placed together correctly to ensure a greater reception as even with the best of works, designs, drawings etc. Your job opportunities could fall short due to poor presentation. I can be akin to this as many of my works have fallen short to these basics principles.

Other things to take into account are:

Does this person have a firm understanding of the current position?

Is this person fully engaged during the interview process?

Be personable.

Ask Questions.

Looking back on my pervious jobs I haven’t experienced the near professionalism which would be considered in such type jobs. This in turn making me unprepared for the future in this industry.  Learning about these very techniques will help comfort and guide me2 throughout the future examination.

CU111.1 WEEK 3

This week was quite an interesting week in my opinion, although I was abesent from the class I read through the slides/tuts provided by SAE it touched based on copywriter laws. One of the most crucial copy write laws in my opinion i listed below:

How do creatives copywrite there own work?

One should copy write each work they have created posted, etc to fall within the copy write guidelines. Ideas, concepts etc do not fall under the category of copy write. One should Copy write their own work as each has an expiry date but a long one at that. This protects you from people taking you images and placing them into their own medium.

After reading the overview of week 3 I noticed that not every law in each country is the same. If one would consider moving overseas for there job one would have to overlook that nations law.

Drafting contracts within the field of your choice (mine being animation)ensures that your team members have an understanding of what they can and can’t do on your project. For example the ‘Game Development Services Agreement’ or the ‘Design & Commission Agreement’ which I feel falls under the hat of animation.

CU111.1 OVERVIEW OF INDUSTRY WEEK 2