12/03/10 animasi teknologi if.ub. eriq muhammad adams j. - [email protected]

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12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - [email protected] http://lecture.ub.ac.id/eriq

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Page 1: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

12/03/10ANIMASI

TEKNOLOGIIF.UB.

Eriq Muhammad Adams J. - [email protected]://lecture.ub.ac.id/eriq

Page 2: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Modelling Workflow

1. Preparing reference images

2. Modeling

3. Textures and materials

4. Light and effects

Page 3: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Reference Images

Page 4: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Reference Images

Page 5: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Blender Modelling Workflow

1. Project concept and design.

2. Preparing reference images.

3. Do Modelling.

4. Do texturing & add materials.

5. Export to YafaRay.

6. Render final images.

Page 6: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Modelling Techniques

• Poly Modelling This is a type of modeling (also called edge modeling) works

by the deformation and transformation of edges of a model to create new parts and shapes with a mesh object. For instance, we can start working on a simple plane and, by selecting an edge of the plane and with a sequence of extrudes, create a compound structur. With this technique, we can achieve a good level of detail in all of the models because the artist has control over the small areas of the model.

Page 7: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Modelling Techniques

• Subdivision ModellingWith the poly modeling technique, we start with a plane and transform the edges of the object. For the subdivision modeling technique, we use a primitive shape and apply the same tools and transformations to model something more complex. It's called subdivision because we add a lot of transformations into a cube, sphere, cone, or other primitive shape to build a more complex shape.

Page 8: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Modelling Techniques

• Spline ModellingAll of the methods based in the transformation of geometry have a terrible limitation when the subject of the modeling has curved parts. For this reason, we have a modeling technique called spline modeling. With this technique, we will use Bezier curves to lead the modeling. These curves serve as a path for extrusion, or they can be used as a profile for tools that use revolving shapes to create surfaces.

Page 9: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Modelling Techniques

• NURBS ModellingWith the NURBS modeling technique, we can create curves that are used to build surfaces. The curves are created and positioned to represent the basic shape of the object, and when everything is placed correctly, we connect the curves to create surfaces between them.

Page 10: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

The Objects

• Mesh

• Curve

• Surface

• Meta

• Camera

• Lamp

Page 11: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Mesh

• Meshes are polygon-based objects made up of vertices, edges,and faces. They are the most common type of modeling object used in Blender.

Page 12: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Polygon : Vertices, Edges, Faces

Page 13: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Curve

• Curves are objects made up of curved or straight lines that are manipulated with a set of control points. Control points are similar to vertices, but they can be edited in a couple of ways that vertices can’t.

• Blender has two basic forms of curves, Bèzier curves and NURBS (Non-uniform Relational B-Spline) curves.

Page 14: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Surface

• A surface is similar to a mesh, but rather than being made up of vertices, edges, and faces, surfaces in Blender are defined by a set of NURBS curves and their control points.

Page 15: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Meta

• Meta objects are unique primitives with the cool ability to kind of melt into one another and create a larger structure. They are handy for a variety of effects that involve blobby masses such as clouds or water, as well as quick rough clay-like models.

• Meta : Meta Ball, Meta Ellipsoid, Meta Cube, Meta Tube, Meta Plane

Page 16: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Camera

• Like real-world cameras, camera objects define the location and perspective from which you are rendering your scene.

Page 17: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Lamp

• Lamp objects are necessary for lighting your scene. Just like in the physical world, if you don’t have any light, you don’t see anything.

Page 18: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

View Mode

• Textured

• Shaded

• Wireframe

• Solid

• Bounding Box

Page 19: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Viewport

• Front, Top, Side, Camera, User

Page 20: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Basic Tool

• Transformation

• Extruding

• Zooming

• Mirror Modifier

Page 21: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Transformation

• Rotating : All, X,Y,Z

• Scalling : All, X, Y, Z

• Grabing : All, X, Y, Z

Page 22: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Extruding

• Blender #1 Technique

• In the physical world, extrusion is a process whereby some material is pushed through a shaped hole of some sort.

Page 23: 12/03/10 ANIMASI TEKNOLOGI IF.UB. Eriq Muhammad Adams J. - eriq.adams@gmail.com

Next…

• Let’s try do real modelling

• See you in Labs ….