Tuesday, 27 June 2023

Final Presentation

 To end the MA we were to complete a final presentation to our peers, supervisors, course leader as well as people from industry. 

For my presentation I decided to include elements of the written and the practical, this was due to the fact that a large part of my work has being focused on writing a research proposal. 













Industry Terminology

 As part of both my professional development, up-skilling and industry research I started to create a spreadsheet with different industry terminology as well as their meaning, this will help me have a quick reference guide that I can look at should I want to check the terminology used. This is something that I will continue to add to over time. 


Industry Terminology

Meaning

Point Cloud

a set of data points in 3D space, generally produced by 3D scanners, which measure a large number of points on the external surfaces of objects around them.

Mesh

Refers to a 3D object that consists of triangular polygons. These polygons are a collection of vertices, edges, and faces that determine the shape of an object in 3D modelling and computer graphics.

Textures

Surface texture on the model involves using two-dimensional digital image files, such as .jpegs or .pngs.

Texture Mapping

Texture mapping is like applying paint, wallpaper, or veneer to a real object. It simply refers to the process in graphic design whereby a texture map (two-dimensional) surface is placed around a 3D object to simulate certain material. Therefore, the 3D object acquires a similar surface to the 2D object.

Decimate Mesh

a function that can reduce the number of polygons determining a 3D model's mesh. Decimation can radically reduce a model's processing needs, but may not create an ideal model topology.

Polygon

a shape with three or more vertices connected to Cross-platform industry standards for constructing geometry. N-sided facet is defined by 3 or more vertices in space. A polygonal object can be closed, open, or made up of shells, which are disjointed pieces of geometry. Often referred to as a mesh.

UV Map

the process of wrapping a 2D texture to a 3D model's surface. (U and V are used because X/Y/Z are often used to denote the axes of the 3D object in space.) A map that contains a flattened, unwrapped version of 3D geometry. UV map allows for 2D textures to be placed on corresponding parts of the mesh.

Wire Frame

A representation of a 3D model where only lines and vertices are shown

Subtool

are separate polygon objects. Each SubTool can be equal to the maximum number of polygons your system can handle. If your system handles 8 million polygons and you have 4 SubTools then your model can be composed of 32 million polygons. SubTools are, however, separate. You cannot sculpt or pose multiple SubTools at the same time.

Dynamesh

DynaMesh is ZBrush’s newest base mesh generation tool. DynaMesh is a perfect solution for free-form sculpting because it removes all need for focusing on topological constraints. It’s possible to change the overall shape of any DynaMesh by pushing or pulling, adding various pieces of geometry to combine into one, or even removing geometry in a manner similar to what you can do with Boolean operations. DynaMesh has been designed to create low and middle-resolution sculpting stages, making it a perfect way to create your base mesh before diving deeper into all the powerful traditional ZBrush sculpting and editing tools.

Rapid Prototyping

Created a model in 3D software and then 3D printed

Ambient Lighting

General lighting that acts as the basic source of light in a room Not only does this kind of lighting improve illumination, but it also improves the general appearance and warm feeling of a room. Ambient light provides a comfortable level of light without excessive glare so that one can explore the room safely.

Beveling

The term concerns the natural look and appearance of a 3D model design. Beveling enhances the desired natural look and appearance of a model by removing its sharp edges. This is done post-production, giving the model a realistic look.

3D Modeling

Combining, resizing and editing shapes to create an object

3D Sculpting

Using digital clay to model an object

Polycount

The number of faces your object is made of

Quad

A 4 sided face

Tri

A 3 sided face

Topology

the way the polygons (whether 3, 4, or 5+ sided) of a 3D model's mesh are organized and connected to one another. A 3D model’s edge distribution and structure. Good topology is important for displaying materials/textures properly and being able to deform models properly for animation.

Unwrapped

A more complex type of mapping has been applied. The UVs can overlap or be non-overlapping. If the UVs are non-overlapping, it’s easier to change the textures or make your own custom textures.

UV Unwrapping

the process of flattening out the polygons of your model, and converting them into a single 2D square.

UV Mapped

Some kind of UV mapping is associated with the model.

Atmosphere

In rendering. the environment that surrounds the object in a scene - such as the simulation of fine particles (fog. smoke) in the air

Bezier Curve

A curve with at least 4 control points available to control the shape of the curve may also refer to NURBS curve

NURBS

Non-uniform rational B-spline. These are surfaces described by parametric curves. CAD software usually outputs geometry as NURBS-compliant data (i.e. IGES). Non-Uniform Rational B-Spline (I'm confused with you). What you need to know is that anything attached to this term (which is used less nowadays) is generally referring to a geometric surface, specifically one generated in some way from a Spline input. Examples include: Lofts, Lathes, and Sweeps.

Compositing

The process of combing 2 or more items (image or video) to create something new

Z Depth

Also, known as depth channel or Zbuffer channel - the distance of an object from the camera

Geometry

In general, a NURBS surface, NURBS curve, subdivision surface, or polygonal surface. Geometry is a mathematical description of an object. [Must expand]

Match Move

The process of matching the camera or object movement from live-action footage with a computer-generated (CG) scene.

Motion Blur

The simulation of the blurring that occurs when a fast-moving surface is captured by a camera.

Particles

In dynamics, a point is displayed as a dot, streak, sphere, or other effect. You can animate the display and movement of particles with various techniques. Typically used in large quantities to create effects like rain and explosions. In 3D, particles are often simply points of data containing information like position, velocity, orientation, etc. Because they lack geometry, millions of particles can be manipulated in a scene with relative ease.

Ray Tracing

A rendering technique, based on complex mathematical algorithms, to accurately represent any conceivable representation of light, including reflections and refractions as well as any conceivable surface forms and materials.

Shader

a function that determines how the appearance of a 3D model's material(s) varies with the angle of the light The specification of properties and lighting for a surface. Surface properties must be defined in respect of their colour, reflectivity, surface bump texture, specularity, transparency, translucence etc. Usually comprise a network of connected nodes that control specific aspects of the shading effect. Shading networks define how various colour and texture nodes work with associated lights and surfaces. The placement of textures on surfaces is also controlled by nodes within the network. Nodes in a shading network can be connected in a non-linear way to create the desired effect.

Node

A node is a container within a scene. Nodes have position, angle, and a few other properties.

Node Graph

A scene references its objects using a directed graph, or hierarchy. Within that hierarchy, some nodes are simply containers while others include geometries, lights, cameras, or other elements like particle generators.

Edge

a line that exists between two vertices

Face

the most basic part of a 3D polygon, when three or more vertices (points) connect to make a visible surface.

Alpha

An alpha is a mask that defines the transparency of pixels. It allows for revealing foreground and background areas when two images overlap.

Boolean

A modelling technique takes overlapping objects to create a new object using subtraction, union or intersection.

Hard Surface Modeling

Any kind of modelling of objects that are mechanical in nature, or otherwise characterized by precise and sharp bevelled edges.

Organic Modeling

Often sculpted models of subjects of a biological nature. Think flowing, smooth surfaces, like an ear for example.

Primitives

Primitives refer to the set of base parametric objects you can create as starting points for modelling or to use as models themselves. These often feature controls for resolution in the form of segments, and controls to set the size and proportions.

Refraction

The bending of light as it passes thru different mediums (ie air to water). As the ray's speed changes during its travel, its direction changes.

X-Axis

The horizontal line in a coordinate system designates the left & right of the world or object. Often represented by red or a red handle.

Y-Axis

The vertical line in a coordinate system designates up and down of the world or object. Visually colour colored green.

Z-Axis

The line in a coordinate system designates the depth of the world or object. Visually colour colored blue.

Monday, 26 June 2023

Professional Practice Plan

 Originally my plan for the professional practice element of 705 was to create the below elements. 


  • Website

  • Buy domain

  • Get help to build

  • Build 

  • Showreel

  • Industry showreel - General

  • Online Portfolio (Art Station)

  • Good images of practical builds

  • Images of drawings

  • Images of foredge painting

  • Images of miniatures

  • Edited

  • Posted 

  • Social Media - Completed, with professional banner applied 

  • Linkedin

  • Art Station 

  • Instagram

  • Tiktok

  • Facebook

  • Linktree 

  • Etsy 

  • Professional Presence  

  • Logo

  • Social Media Banners

  • Business cards 

  • CV 

However as my project changed so did the plan for my portfolio, I condensed the list above down, into elements that I wanted at this stage as well as added some elements. 


I decided that I would create: 


  • Showreel - Making of (the practical work in 705)

  • Linkedin

  • Art Station 

  • Instagram

  • CV

  • Conference and journal research

  • PhD places research

  • Industry research

  • Industry terminology

  • Professionals to contact list 


These are the elements that will help me the most currently. Because I am taking a year out I decided that there were elements that I didn't want to rush for the purpose of submission and that when I do them I want them to be right as I intend to use them in industry and my career. These were:

  • Business cards - I want to make sure I have the correct details, as well as all my social media correct before I make and pay for these. 

  • Website - I want this to be a professional site that I use throughout my career, as such I want to take my time to ensure it is done correctly.

  • Showreel - Industry showreel - In my year out I intend to keep Tuesdays off to upskill, it is because of this that I am leaving an industry reel until I have improved and have a reel I am happy to put out in public. 

  •  Logo - again I intend to keep this logo once I have paid for it designing, as such I want to wait until I am sure of the design and name. 


While my original idea has changed I am very happy with the elements that I have made as they have been a great help to me. 


Final Presentation

 To end the MA we were to complete a final presentation to our peers, supervisors, course leader as well as people from industry.  For my pr...