xxxx
'Cloudy with a Chance of Meatballs' Shader writers talent extends to photography and portraiture.
 



  主要软件:Autodesk 3dsmax2011 
  三维插件:Vray1.5sp3  itoo forest3.04  Gosttown  Facemaker
  辅助软件:Adobe photoshop cs  Autodesk Combustion2008
  学习目标:学习后可达到此静帧作品的90%效果
  教学对象:有无三维动画基础者均可学习
  教程学费:¥500元人民币  
  教程时间:120个小时(不含免费基础入门视频课程学习时间)
  教程作者:CG生活动画网提供
  课程主讲:Autodesk中国区三维动画教育专家
  教学语言:中文
  观看尺寸:1280*1024 以上
  课程内容:本案例课程中的所有物体建模.角色建模.植被建模.汽车建筑建模.材质贴图.物体动画.角色
                  动画.摄像机动画.大气动画.灯光渲染测试.Layer动画测试.后期合成输出等课程内容.
  电子邮箱:mycglife@sohu.com

©墙面的木板主要是用box添加Bend弯曲成形的。
 

©屋顶及瓦片建模主要是通过划线后拉伸成形的,通过合理的搭配就组合而成了。

    

  
   
   
您可发送“购买动画教程”至QQ:983332134进行产品的咨询!
   
一.购买流程如下:
   1.进入您需要的产品页面后,您可直接点击"教学下载"直接下载视频
     教学。
  2.同时请按照您下载相应产品提示的价格,将费用汇款到以下银行:
     中国银行-上海市分行营业部
     6013820800098750571  谢娜
     工商银行-上海市外滩支行
     6222021001074561744  谢娜
     建设银行-上海建设银行第二支行
     6227001215630203848  谢娜
   3.视频教学下载完成后,解压后是一个名称为*.exe的播放文件,直接
     双击后出现启动界面。
   4.请将启动界面提示的机器码和汇款凭证或汇款提交页面截图(包括
     您的姓名与联系方式)传到我们的客服QQ:983332134 
  5.客服人员核实您的信息后,我们将播放密码以QQ方式或者短信方式
     传递给您。
   6.您获得后就可以开始您的三维动画学习旅程了。
  二.播放如果出现问题请点击:
   1.先安装这个解码包在播放试试
     http://www.newhua.com/soft/52770.htm
   
   2.
如果不行,请将您电脑中的迅雷看看.暴风影音.QQ影音登博放器都
     卸载掉,重启一下,再重新安装 一下media player和上面的解码器
     包,就100%没问题了。

 

© 'Cloudy with a Chance of Meatballs' 2009 Columbia TriStar Marketing Group, Inc. All Rights Reserved.
 

[飞屋历险记]三维动画视频教学课程说明:
          本视频教学我们没有删减其中的任何制作过程,就是为了让初学者
    和三维动画爱好者们能够认认真真的和老师一样能够坚持反复的进行
    制作学习;在建模过程当中方法很多,我们在录制教学视频的时候,也是
    从一个初学者的角度出发的,为了就是让初学者觉得三维动画的简单易
    学,逐步完成最终的三维动画短片学习。

    第一章课内容[
飞屋模型建模学习篇]
    第一章共计:10小时49分1秒
    第一节课视频时间4小时33分23秒
    第二节课视频时间6小时15分38秒

    零基础三维动画爱好者:
    如果你是三维动画初学者或者是刚刚入门的3dsmax爱好者的话,我们
    建议你购买《飞屋历险记》课程后,也可以下载以下的免费教学,学完
    基础后,在进行动画片学习。
    CG同仁及懂三维动画的朋友:
    如果你已接触了三维动画的朋友们,你可以直接购买教学直接观看。 
    别墅小屋的建模方法:
    1.利用图形面板中的(shap)划线工具(line)画出轮廓,进行拉伸挤压
    (Extrude)成型。
    2.采用修改器(如Bevel\FFD中的(Control points).Bend(弯曲)
       还有就是复合物体(Compound Objects)中的超级布尔
     (proBoolean)等等修改命令)对几何体进行编辑制作模型。
    3.采用多边形(Editable poly)进行建模,其中利用调整点.线line.面
       face.元素()功能制作模型物体。
    4.应用扑捉功能(如旋转锁定、点与点的扑捉、轴心点的位置调整
       等等)  

               
Monster House. credit: Image courtesy of Columbia Pictures.
 
Surf's Up. credit: Image courtesy Sony Pictures Animation.
 

© 'Cloudy with a Chance of Meatballs' 2009 Columbia TriStar Marketing Group, Inc. All Rights Reserved.
 
© 'Cloudy with a Chance of Meatballs' 2009 Columbia TriStar Marketing Group, Inc. All Rights Reserved.

   
   其它辅助建筑物体:
  
通过对别墅小屋的建模过程学习,您足可以用此类的方法搭建出其
   它的辅助建筑模型物体了,在视频教学中我们这里就不一一讲解辅
   助建筑的建模了!以免视频教学内容太重复.制作这些辅助建筑时,
   一定要注意应以别墅小屋的模型为标准比例,调整好整体场景的比
   例关系,才能为后面的动画调节铺垫基础。
           
   第一章课内容[
飞屋历险记人物建模学习篇]
   第一章共计:5小时50分1秒
   第一节课视频时间2小时25分23秒
   第二节课视频时间2小时25分38秒

   第二章 小孩子模型、老头模型的建模
        人物头像建模方法:头像主要手动建模的方法以及facemaker
   脚本进行模型搭建的,通过雕刻刀及软修改的方法进行模型的体力调
   整而成的。在制作人物头部模型的时候还应该考虑表情动画的动态
   线分布情况,才能做出更好的表情动画模型来。

  头像建模技巧提示:

       在这里我一定给初学者们一个建议,做人物的头像模型,建模方法
  很多,要是讲究效率和质量的话,我建议大家可以通过这些插件进行
  大体模型的建立(比如:facemaker.facial studio.
zbrush.moub+
  oxheaddeigner.Genhead 3D等等软件).然后再进行细节与人物特
  征的调整.人物衣服建模的时候也应该考虑到将来动画布料的求解问
  题,包括小孩子身上的红领巾及勋章
的吊穗.书包背带.书包上的其它挂
  件物体等等需要动画的模型物体考虑,应该把模型怎么处理的更加合
  理化些。
  人物身体建模方法:
      
直接建立出人物的衣服轮廓,主要采用简单的几何体(比如:圆柱
  体cylinder.盒子box.球体sphere.圆环Tours)等等,然后再进行多
  边形调整点线面成形的。人物手部模型可以用多边形直接制作,也可
  以用插件直接生成(例如:poser.makehuman.moubox.Argile等等
  第三方软件直接生成);这样也能节省工作效率。
  身上的辅助物体建模:
      
也是利用各种近似的几何体搭建大体模型,然后进行多边形调整
  得到最终的模型。

 

   建模课程部分大总结:
   通过对场景建模和人物建模的初步了解后,我们还应该练习一些类
   似的三维动画场景模型和人物模型:例如《怪物史莱克》《超人特
   工队》《虫虫特工队》等等模型的练习;除此之外还应该
把学习到
   的修改命令应用到动画调节中来,比如说弯曲动画、FFD对动画的
   调节、噪波动画调节、布料动画、柔体动画、弹簧动画、动力学动
   画等等一些列的动画调节应用;为后面的蒙皮动
画skin和physique
   动画、BIP和bones骨骼动画和morpher面部表情动画打下良好的
   基础。

   练习要求及作业:
   作业:
   就是能按照《飞屋历险记》三维动画教学视频的内容做一遍,发现
   什么问题时,及时和我们的技术QQ:823568555联系;或者将出现
   的问题和画面截图传送到我们的论坛的作业区,我们的技术人员将
   给您解决以指导,或者录制教学录像给您提供更多更好的方法。练
   习作业的时候建议大家随着自己的课程进度进行练习,看点儿就练
   习点儿,不要一味的觉得看懂,最好亲手制作一遍;同时把作业传
   送到论坛的作业区,更多的专业人士将为您解答与指导。如果您能
   按照我们的要求练习,我相信您的制作能力会大大加强好些倍的,
   为您在将来的三维动画制作道路上打下坚实的基础。
   


         
  

© 'Cloudy with a Chance of Meatballs' 2009 Columbia TriStar Marketing Group, Inc. All Rights Reserved.
 

© 'Cloudy with a Chance of Meatballs' 2009 Columbia TriStar Marketing Group, Inc. All Rights Reserved.
'Cloudy with a Chance of Meatballs' Shader writers talent extends to photography and portraiture.
 

CGSociety :: Production Focus
24 September 2009, by Barbara Robertson

People working in visual effects and animation studios often consider shader
writing to be one of the most technical jobs, a job filled by geeks not artists. And,
given a choice, it seems likely that any artist would jump at the chance to create a
matte painting rather than write a shader.

Not so for Danny Dimian, computer scientist, CG supervisor, shader writer, portrait painter and photographer. Dimian would much rather paint algorithms than backgrounds, and his reason why might surprise you.

“For me, matte painting is mechanical compared to what I do,” he says. “It’s more about matching and less about interpretation.”

 
©'Cloudy with a Chance of Meatballs' 2009 Columbia TriStar Marketing Group, Inc. All Rights Reserved.
   

    Dimian’s creative approach to shader writing is
    on full display in Sony Pictures’ animated feature
  ‘Cloudy with a Chance of Meatballs.’ He was
    responsible for rendering and for the color
    pipeline. He supervised the structure of shaders.
    And, he was a sequence supervisor for lighting
    and compositing on several shots.

‘Cloudy with a Chance of Meatballs’ opens in
    Chewandswallow, a pale, poverty-stricken town
    filled with hungry people. A young inventor in
    the town, whose contraptions always go wrong,
    decides to tackle the problem by finding a way
    to turn water into food. His invention works:
    Hamburgers rain from the sky. The town
    prospers and brighter colors reflect the happier
    mood and yummy food. But, the invention works
    a little too well – the food becomes bigger and
    bigger and ever more dangerous. Soon, the
    food causes major destruction, and the colors
    turn super saturated and as unreal as the
    artists dared. Skies are purple and orange and
    exciting, but not exactly appetizing.

 

© 'Cloudy with a Chance of Meatballs' 2009 Columbia TriStar Marketing Group, Inc. All Rights Reserved.
 

   “The artwork we received from the art department was about color   palette, mood, and characters,” Dimian says. “The material properties and lighting were not really there, just an impression. We interpret that artwork. We translate the flat, 2D artwork that does not represent light into a 3D world in the computer where we paint with light algorithms and materials to match the feeling the artists painted from one specific view." This is the seventh film Dimian has worked on at Imageworks. He was CG supervisor for ‘Surf’s Up,’ shader writer for ‘Monster House,’ ‘Spider-Man,’ and ‘Hollowman,’ lead shader writer for ‘The Polar Express,’ and a lighter for ‘Stuart Little 2.” To light and color ‘Cloudy with a Chance of Meatballs,” Dimian worked with Imageworks’ version of the ray tracing software Arnold developed by Marcos Fajardo. “I was really excited to have the opportunity to use a GI [global illumination] renderer in such a creative way,” he says. “We did a lot of exploration into how to do highly choreographed, artistic work with a ray tracer, to constantly shape it to do what we wanted to do, to manage the rays to shape the light the way we wanted. The art director was particular about hues, ranges and colors inside and outside, so we provided more creative control in shaders and lighting that you might expect."

Monster House. credit: Image courtesy of Columbia Pictures.
 
Surf's Up. credit: Image courtesy Sony Pictures Animation.
 

© 'Cloudy with a Chance of Meatballs' 2009 Columbia TriStar Marketing Group, Inc. All Rights Reserved.
 
© 'Cloudy with a Chance of Meatballs' 2009 Columbia TriStar Marketing Group, Inc. All Rights Reserved.

So, you can begin to see why this artist embraces what some consider a purely technical role; Dimian didn’t fall into the rendering pipeline – lighting, shading, colors – by accident. “Rendering is an abstraction of the science of light and optics and all the things I’ve always been interested in on the technical side,” he says. “But, I’m not interested in it on its own. The primary reason is to understand more on the creative side. It really is the symbiotic relationship in our field. If you can tell stories, you can be entirely creative. If you come up with the color palette, you can be on the creative side. But, to make the right choices so people can actually create the work, you really have to be a link between the two sides." To nurture his artistic side, Dimian paints portraits and takes photographs. “I probably have 11 or 12 kinds of cameras,” he says, “from a Canon EOS that I use when I’m shooting reference photos or need lots of images, medium format cameras when I need images with a lot of information but I need to be mobile, and I always have a camera in my pocket or bag,” he says. “I’ve walked around with a camera ever since I was a kid.” Although he was born in Romania, Dimian spent most of his childhood in Calgary, Canada – all the way through college at the University of Calgary. When he was born, Romania was still behind the Iron Curtain and his parents soon decided to escape to a free country. However, the only way his mother, a teacher, and his dad, a geologist, could leave the country was if they left collateral behind.

 

“So, they took a vacation to northern Italy and left their expensive house and me to make it seem obvious that they would return,” Dimian says. “But, they didn’t. They hoped to get me out sooner, but it was four years before they were able to smuggle me out.” So, while his parents settled in Canada, Dimian lived with his grandparents in Romania until he was five. “He was a dean,” he says of his grandfather, “and she was a very smart woman, very involved with the university. They both worked, so all day, I would paint and draw." Dimian continued painting and drawing until high school in Calgary, when he had what he calls his Alex P. Keaton phase, referring to the character in the TV show ‘Family Ties.’ “I was all about math and science and what was provable,” he says. “Art classes and shop classes in high school were treated as remedial programs for people who couldn’t do math or science. They felt like a place for losers. So, I know it sounds mean and dumb now, but I wanted to prove I could do math. I think I missed a lot because of that rebellion."

© 'Cloudy with a Chance of Meatballs' 2009 Columbia TriStar Marketing Group, Inc. All Rights Reserved.
 

© 'Cloudy with a Chance of Meatballs' 2009 Columbia TriStar Marketing Group, Inc. All Rights Reserved.
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