blender notes 0 - 3D production
3D graphics production
static renders
dynamics renders
static 3D production
modelling:
- asset generation stage
- ranges from simple models to whole worlds and ecosystems
sculpting:
- organic modelling
- usually done after a very geometric and mathematical base model is created with primitives
- depends on the elements in the final render
- organic elements need sculpting
- sculpting is done to make the model more true to reality
- by adding character through geometric/mathematical imperfections
- using dedicated sculpting tools that varies from application to application
texturing:
- is done either to the base geometric model or the sculpted model
- this is to add material to the surfaces of the 3D assets
- can vary from metals to plastic, to transparent glasses and everything in between and outside
- this can range from being simple to very involved
- might be used in lieu of sculpting in some scenarios
lighting:
- the materials from the texturing stage interact with light to produce different results
- the lighting of the scene is experimented with to obtain acceptable results
- virtual lighting setups along with diffusion and reflective surfaces are used to produce scene-appropriate lighting
posing
- if humanoid or animal like characters are involved, their poses are adjusted for the final render
- the lighting is usually adjusted in tandem with the pose of the characters
rendering:
- creating the final image
- output of the 3D production
- position the camera appropriately, setup right lens and depth of field configurations
- more complex scenes with more intricate light paths take more computational power and time to render
- render engines and settings are crucial to balance the time taken to render and the quality of the render
compositing
- 3D renders are merged intelligently with real images to create augmented reality images
- has a wide variety of applications including mixing computer graphics elements with real world elements to create a fictional scene
dynamic 3D production
- this includes the same steps as static 3D production
- has more steps to make the assets move
- adjust light and camera movement
- compositing is more involved for merging computer generated elements with video footage
rigging
- this is the one salient step that separates static and dynamic production before rendering
- posing is for static scenes, rigging takes it its place in dynamic 3D production
- posing extended in time leads to rigging
- the position and orientation of all elements in the scene can be assigned different values in time
- rigging is at the core of animation
- can range from very gross to very nuanced scales, depending on the scene
video editing
- after rendering, the animation clips have to arranged coherently in a time-line for the underlying story to make sense
- this is usually done after video compositing
3D printing
- taking it a notch further, static assets can be printed into 3D objects with appropriate 3D printing devices
- assets can be produced in a software like blender
- they are then fed into a 3D printing machine
- this outputs a real-life, usually scaled, model of the asset
references