Wednesday, 5 October 2011

how make a logo in 3d

The Beginning And News  

The original 3D Studio product was created for the DOS platform by the Yost Group and published by Autodesk. After 3D Studio DOS version 4, the product has been rewritten for Windows NT platform, which became known as "3D Studio MAX." This version was also originally created by the Yost Group. He was released by Kinetix, which was at that time the division of Autodesk Media and Entertainment. Autodesk purchased the product to the brand name version of the second version of 3D Studio MAX fully internalized and development in the next two versions. Later, the product name was changed to "3ds max" (lowercase) to better meet the naming conventions of Discreet, a software company based in Montreal, who had purchased Autodesk. In Version 8, the new product was branded with the Autodesk logo, and the name was changed again to "3ds Max" (case sensitive). A statement from 2009, the product name was changed to "Autodesk 3ds Max."
3D Studio Max Tutorial Modelação Sofá - YouTube




Autodesk 3ds Max

Autodesk 3ds Max, 3D Studio MAX former, is to make 3D animations. And 'developed and produced by Autodesk Media and Entertainment. It 'feature modeling plug-in architecture flexible and can be used on Microsoft Windows platform. It 'is often used by game developers, TV commercial studios and architectural visualization studios. It 'also used for movie effects and movie pre-visualization.

In addition to modeling and animation tools, the latest version of 3ds Max is also shadows (such as occlusion, environment and surface scattering), dynamic simulation, particle systems, radiosity, normal map creation and rendering, global illumination, customizable user interface, and its own scripting language
MAXScript

MAXScript incorporates a scripting language that can be used to automate repetitive tasks, combine existing functionality in new ways, develop new tools and user interfaces, and more. Plug-in modules can be created entirely in MAXScript.

Character Studio

Character Studio is a plugin which since version 4 of Max is now integrated in 3D Studio Max, helps users to animate virtual characters. The system works by using a platform of characters or "Biped" skeleton, which has stock options that can be modified and adapted to meet the character mesh and animation needs. This tool includes robust editing tools for IK / FK switching, layer handling bag and keyframing workflows, animation and data from across different Biped skeleton. These "Biped" objects have other useful features to help accelerate production cycles and walking paths of movement, as well as secondary movements.

Scene Explorer

Scene Explorer, a tool that provides a hierarchical view of scene data and analysis, facilitates working with complex scenes. Scene Explorer has the ability to sort, filter and search the scene of any object type or property (including metadata). In addition to 3ds Max 2008, was the first component of the facilitates. NET managed code 3ds Max MAXScript out.

DWG import

3ds Max supports DWG import and link. Improved memory management in 3ds Max 2008 enables large scenarios with multiple objects are imported.

Texture Assignment / Editing

3ds Max provides functions for creative design and planar mapping, including tiling, mirroring, decals, angle, rotation, blur, UV stretching, and relaxation, to eliminate distortion, keep the UV and UV template image export the . Consistency of workflow provides the ability to combine an unlimited number of textures, material / map browser, which supports drag and drop, and hierarchies with thumbnails. Features include workflow UV Pelt mapping, which defines custom seams and enables users to open the seams of Uvs, copy / paste materials, maps and color, and access to quick mapping types (box, cylindrical , spherical).

General keyframe

Two modes of manipulation - the SET button and the AUTO - providing support for different keyframing workflows.

Fast and intuitive control for key frames - including cut, copy and paste - let the user create animations with ease. Animation of the paths can be viewed and edited directly in the viewer.

Forced Entertainment

Objects can be animated along curves with controls for alignment, banking, speed, smoothness, and looping, and along surfaces with controls for alignment. Weight path-controlled animation between multiple curves, and animate the weight. Objects may be required to animate with other objects of various shapes - including viewing, orientation in different coordinate spaces, and linking at different points in time. These constraints also support animated weighting between multiple objectives.

All this limits the animations can be embedded into standard keyframes for further editing.

Skinning

Either the skin or physical modification can be used to achieve precise control of skeletal deformation, so the character deforms easily as joints are moved, even in the most difficult areas like shoulders. Deformation of the skin can be controlled using direct vertex weights, volumes of vertices defined by envelopes, or both.

Features such as tables of weights, weight painting, and save and load weights offer easy editing and proximity-based transfer between models, providing precision and flexibility needed for complex traits.

The rigid bind skinning option is useful for animating low-polygon models or a diagnosis of an animation skeleton regularly.

Other attributes, such as Skin Wrap and Skin Morph, can be run from the eyes and other eye for goal-oriented emphasis on changes in problem areas.

Skeletons and Inverse Kinematics (IK)

Characters can be rigged with custom skeletons using 3ds Max bones, IK solvers, and rigging tools powered by data from motion capture.

All animation tools - including expressions, scripts, list controllers, and wiring - can be used with a specific set of utilities for the bones to build platforms from any structure and with custom controls to animators see only the UI necessary to get their characters animated.

Four ships of plug-in IK solvers with 3ds Max: history independent problem solver, history-dependent solver Solver and body, and spline IK solver. These powerful solvers reduce the time it takes to create character animation of high quality. History independent solver for blending seamlessly between IK and FK animation and uses preferred angles to give animators more control over the positioning of affected bones.

The history-dependent solver can solve their common borders, and is used to the machine as the animation. Member IK is a lightweight two-bone solver, optimized for real-time interactivity, ideal for working with an arm or leg of character. Spline IK solver provides a flexible animation system with nodes that can be moved anywhere in 3D space. It allows for efficient animation of skeletal chains, such as the spine of a character or tail, and includes controls easy to use twist and roll.

Integrated web Solver

In addition to the change in reactive tissue, the 3ds Max software has an integrated cloth-simulation engine that allows users to turn any 3D object into clothing, or build garments from scratch. Collision solution is fast and accurate even in complex simulations. (Image.3ds max.jpg)

Local simulation lets artists drape cloth in real time to create an initial state before clothing animation keys.

Simulations fabric can be used in conjunction with other 3ds Max dynamic forces, such as warps space. Several independent cloth systems can be animated with their own objects and forces. Cloth deformation data can be cached on your hard drive, so for nondestructive iterations and to improve reading.

Integration with Autodesk Vault

Autodesk Vault plug-in that ships with 3ds Max, consolidates users' 3ds Max assets in a single location, allowing them to automatically track files and manage work in progress. Users can easily and securely share, search and reuse 3ds Max (and design) assets in an environment of large-scale production or visualization.

Modeling

[Edit] polygon modeling


Main article: polygonal modeling

Polygon modeling is more common with game design than any other modeling technique as the very precise control over individual polygons allows for extreme optimization. Modeler normally begins with one of the 3ds max primitives, and using tools such as bevel and extrude, adds details and refines the model. Version 4 and older editable polygon object, which simplifies most mesh editing, and provides subdivision smoothing levels customizable.

Version 7 introduces the Edit Poly modifier, which allows the use of the tools available in the editable polygon to be used in the stack of switches

NURBS or irregular rational B-spline

An alternative to the polygons, which gives a smooth surface, eliminating the straight edges of a polygon model. NURBS is a mathematical representation of the true free-form surfaces such as those used for car bodies and boat hulls, which can be accurately reproduced at any resolution, if necessary. With NURBS, a smooth sphere can be created with one side.

NURBS nonuniform property raises an important point. Because they are generated mathematically, NURBS parameter space are also 3D geometric space in which they are posted. Specifically, a set of values ​​called knots accurate measure of the influence of each control vertex (CV) on the curve or surface. The nodes are invisible in the 3D space, and can not be handled directly, but sometimes their behavior affects the visible appearance of NURBS object. This topic refers to these situations. The one-dimensional parameter space for curves, with only a simple topologically U dimension, even if they are geometrically in 3D space. Two-dimensional surfaces in parameter space, called U and V.

NURBS curves and surfaces are important properties of not less than any other similar standard geometric transformations (translation), or projections perspective. Resumes are subject to local control: moving your curriculum vitae, or changing its weight does not affect any part of the object beyond the CV neighbors. (You can ignore this function, Soft Selection controls.) The control of the network, which connects to the surface surrounded by a curriculum vitae. This is known convex hull property.

 patch object surface of the tool / Editable

Surface tool was originally third party plugin, but Kinetix acquired and included this feature since version 3.0. [Edit] tool for creating common surface grooves 3ds Max and then applying a modifier called "surface". This modifier makes a surface every 3 or 4 vertices in a grid. This is often seen as an alternative to "mask" or "NURBS" model because it allows a user to interpolate curved sections with linear geometry (eg a box-shaped hole.) Although the tool surface is a useful way to generate accurate parametric geometry, it lacks the "surface features" found in the Edit Patch modifier similar, allowing the user to keep the original parametric geometry whilst being able to adapt " smoothing groups "between faces.

 predefined primitives

This is a basic method, in which something that only models that use the boxes, spheres, cones, cylinders and other predefined objects from the list of standard pre-defined primitive or extended list of predefined primitives. You can also apply Boolean operations such as add, subtract, cut and connect. For example, one can make two spheres which will act as droplets that are interconnected. They are called metaballs.

Rendering

Scanline rendering

By default rendering method in 3DS Max, scanline rendering. Several advanced features were added to the scan lines over the years, such as global illumination, radiosity and raytracing.

mental ray

mental ray is a production quality renderer developed by mental images. It is integrated into later versions of 3ds Max, and is a powerful ray tracing rendering a cube, a technique used to distribute the task of making a single image on multiple computers efficiently, using the TCP protocol.

RenderMan

Third-party tool to connect to RenderMan pipelines is also available for those who need to integrate Max into Renderman render farms. It can do a Pixar film.

V-Ray

Third-party plug-ins for the engine for 3D Studio MAX. It 'widely used, often replacing the standard and mental ray renderers which are included bundled with 3ds max. V-Ray is still compatible with earlier versions of 3ds max.

Brazil R / S

A third of high-quality photorealistic rendering system created by SplutterFish, LLC can quickly ray-tracing and global illumination.

FinalRender

Another third is raytracing engine created by the CEBA. Capable of simulating a wide range of physical phenomena in the real world.

Fryrender

A third party photo-realistic, physics-based, impartial and spectral rendering created by random controllers capable of very high quality and realism.

Arion Render

A third hybrid CPU + GPU interactive raytracer created by impartial random screening, based on Nvidia's CUDA.

Indigo Processor

A processor photo-quality third-party plugins for 3ds max.

Maxwell Render

Third-party-photorealistic rendering system created by Next Limit Technologies will provide a solid material and a high-precision rendering impartial.

Octane made

An impartial third party GPU raytracer with plugins for 3ds max, based on NVIDIA CUDA.

BIGrender 3.0

Another plug-in renderer third. Able to overcome the limitations of memory rendering 3ds rendering of large images.




how make a logo in 3d

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