3D Modeling Exam Part 2

  1. Demo Reels
    Shows examples of work and how that work was made
  2. How long should demo reels be?
    Shorter than 3 minutes
  3. Where in the demo reel should your best work be?
    The start start and end
  4. Where to post demo reel
    • Vimeo
    • You Tube
    • Your Site – host elsewhere
  5. What should come with your demo reel?
    A breakdown sheet
  6. What format should you resume be in?
  7. Serial Position Effects
    Things presented at the beginning and end of a sequence are more memorable than things presented in the middle
  8. UV mapping
    The art of distorting and applying a square image and wrapping it around the 3D object
  9. 2D UV mapped image has to be ________ to fit on a 3d surface
  10. Why are UV maps all square?
    To minimize image format efficiency
  11. Textures
    • Images in resolution that are multiples of 2n.
    • Use same UV map as other textures or custom UV map
  12. Diffuse (color map)
    Affects the color of the rendered object
  13. Specular
    Affects the shininess
  14. Glow
    Makes parts of the object appear to emit light
  15. Normal
    Appears to add finer detail than exists
  16. Bump/displacement
    Moves actual geometry to add detail. Use greyscale maps
  17. Procedural
    Applies a non-repeating mathematical transformation to the surface of the object
  18. Rendering
    Rendering is the process of making an image from 2D or 3D model (or scene) by means of computational processes.

    Contains objects in a defined data structure including geometry, viewpoint, texture, lighting, and shading information as a description of the virtual scene.
  19. Rendering Specifications
    • Resolution
    • Aspect Ratio
    • Format
    • Color Depth
    • Channels
  20. Image Sequences
    When rendering an animation save the frames as separate images with an alpha channel, not video format.

    • Alpha channel for editing
    • Preserve maximum edibility
    • Preserve maximum image quality
    • Backup images in case of computer crash during rendering
  21. Image Compression
    Image formats use image compression to reduce the size of the resulting file.
  22. What does the file size in image compression depend on?
    • Format
    • Content
    • Resolution – number of pixels compressed
    • Color Depth – number of bits per pixel per channel
    • Aspect Ratio – square images compress slightly better
    • Number of Channels
  23. Lossy compression
    • Throws away data that will not be perceived by the user.
    • Info cannot be recovered
    • Results in very small files that look or sound the same as the original
  24. Lossless compression
    Not effective in reducing size but allows all the original data to be recovered
  25. Spatial Compression
    Each frame is individually compressed
  26. Temporal Compression
    Sequences of frames are compared and similar areas over that time are reduced to a common element
  27. Shaders
    Calculate material appearance from the angle of faces to the camera, lighting, color, and specularity.
  28. Lambert
    Calculates brightness due to diffuse reflection
  29. Phong
    Calculates ambient, diffuse, and specular lighting
  30. Anisotropic
    Simulates brushed metal surfaces
  31. Bitrate
    • The amount of data or bits that are being used every second
    • If a video has a low bitrate, it will be low resolution with lots of compression artifacts
    • If a video has a high bitrate if will be high quality/high resolution
  32. Rigging
    Creating a series of bones inside a model
  33. Rigging process
    Defining relationships between the bones
  34. 4 IKinematics
    • Hierarchy travels along the limbs to the end
    • In order to move the tips of the fingers you have to move the upper and lower arms, the hand, base of the finger, middle of the finger, and the tip of the finger
    • IK reduces the flow of control along the hierarchy
Card Set
3D Modeling Exam Part 2
Study Guide for 3D Modeling Exam