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3D Modeling Art/Science Collaboration Example title Artists recommend the following: Vertices, edges, and faces are the basic components of polygons. When you model with polygons you usually use three-sided polygons basic understanding of art


  1. 3D Modeling Art/Science Collaboration Example title Artists recommend the following: Vertices, edges, and faces are the basic components of polygons. When you model with polygons you usually use three-sided polygons basic understanding of art history called triangles or four-sided polygons called quadrilaterals (quads). critical theory Maya also supports the creation of polygons with more than four sides elements and conventions of media arts (n-gons) but they are not as commonly used for modeling. programming open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  2. Art/Science Collaboration Example title 3D Modeling Artists recommend the following: edges basic understanding of art history critical theory elements and conventions of media arts programming open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  3. Normals Art/Science Collaboration Example title Artists recommend the following: Normals are imaginary lines perpendicular to each point on a curve or surface (NURBs), or to the surface of a polygon (Polygon) basic understanding of art history In Maya, normals are used to determine the orientation of a polygon critical theory face (face normals), or how the edges of faces will visually appear in elements and conventions of media arts relation to each other when shaded (vertex normals). programming Face normal open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  4. Normals Art/Science Collaboration Example title Artists recommend the following: Vertex normals You can modify the shading of individual polygons by manually basic understanding of art history editing the vertex normals associated with the polygon mesh. critical theory Since they are always perpendicular to the curve or surface, the way elements and conventions of media arts normal lines point toward or away from each other can reveal subtle programming curvature. open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  5. Art/Science Collaboration Example title Creating polygons Artists recommend the following: Using primitives (Create / Polygon Primitives) • basic understanding of art history critical theory Creating Polygon from scratch (Mesh Tools / Create Polygon Tool) • elements and conventions of media arts programming open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  6. Primitives Art/Science Collaboration Example title Artists recommend the following: basic understanding of art history critical theory elements and conventions of media arts programming open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  7. Creating polygons Art/Science Collaboration Example title Artists recommend the following: Smoothing polygons basic understanding of art history critical theory elements and conventions of media arts programming smoothing ¡polygons open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  8. Art/Science Collaboration Example title Creating polygons Artists recommend the following: Editing in component mode basic understanding of art history Transform vertices, edges, and faces • critical theory Extrude faces or edges (Edit Mesh / Extrude) • elements and conventions of media arts Split faces using snap (Mesh Tools / Multi-Cut) • programming Combine or separate meshes • open mind Merge vertices, edges, and faces • conceptual art Delete vertices, edges, and faces • design Append the deleted faces (Mesh Tools / Append to Polygon) • creative processes not everything is quantifiable Computer ¡Science

  9. Art/Science Collaboration Example title 3D modeling Artists recommend the following: Real-time vs recorded basic understanding of art history Real-time: rendering for interactive media, such as games and critical theory simulations, is calculated and displayed immediately. It uses the elements and conventions of media arts viewer's PC processor and graphics card to produce individual programming frames of animation as they are displayed. open mind conceptual art Non real-time (offline rendering): animations for non-interactive design media, such as feature films and video, are rendered much more creative processes slowly and presented as video files. Non-real time rendering enables the leveraging of limited processing power in order to obtain higher not everything is quantifiable image quality. Computer ¡Science

  10. 3D modeling Art/Science Collaboration Example title Artists recommend the following: A screenshot image of Minecraft scene: Stonehenge in Wiltshire, recreated in Minecraft blocks by Ordnance Survey Innovation Lab. basic understanding of art history critical theory elements and conventions of media arts programming open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  11. 3D modeling Art/Science Collaboration Example title Artists recommend the following: 3D coordinate system The 3D world in computer graphics applications is visualized using a basic understanding of art history Cartesian coordinate system. critical theory elements and conventions of media arts programming open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  12. Art/Science Collaboration Example title 3D modeling Artists recommend the following: Navigating display windows View panel change (Space Bar or check the left area layout) : Single basic understanding of art history View vs. Four View critical theory Perspective View + Orthographic View elements and conventions of media arts Tumble, Track, Dolly Tool (Alt (option) + Mouse Button (left, middle, programming right button)) open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  13. Hierarchy Art/Science Collaboration Example title Artists recommend the following: View panel Check out objects in the scene. Each modeling object is consisted basic understanding of art history with transform and shape nodes. You can control their hierarchical critical theory relations in these windows: elements and conventions of media arts programming Outliner window open mind Hypergraph window conceptual art design creative processes not everything is quantifiable Computer ¡Science

  14. Art/Science Collaboration Example title Hierarchy Artists recommend the following: Group vs. parent Toggle on [Outliner/Display/Shapes] to show shape node along with basic understanding of art history transform node. critical theory It is important to understand the relations between a transform node elements and conventions of media arts and its manipulator's position as a pivot point, when you move, programming rotate, and scale an object. open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  15. Hierarchy Art/Science Collaboration Example title Artists recommend the following: Move the pivot point Changing the pivot , which is a center of manipulator basic understanding of art history insert key, or fn + left arrow key, or d key critical theory elements and conventions of media arts programming open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  16. Hierarchy Art/Science Collaboration Example title Artists recommend the following: Move the pivot point Changing the pivot , which is a center of manipulator basic understanding of art history insert key, or fn + left arrow key, or d key critical theory elements and conventions of media arts programming open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  17. 3D modeling examples Art/Science Collaboration Example title Artists recommend the following: 3D printing of a generative basic understanding of art history design lamp Image courtesy of Nervous System. critical theory elements and conventions of media arts programming open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  18. 3D modeling examples Art/Science Collaboration Example title Artists recommend the following: 3D printing of a generative basic understanding of art history design lamp Image courtesy of Nervous System. critical theory elements and conventions of media arts programming open mind conceptual art design creative processes not everything is quantifiable Computer ¡Science

  19. 3D modeling examples Art/Science Collaboration Example title Artists recommend the following: Timothy J. Reynolds, Low poly art, AWWWARDS basic understanding of art history Paper City Vimeo critical theory Kenneth A. Huff Meats Meier elements and conventions of media arts Game of Thrones intro programming Official Show Open open mind Art of VFX conceptual art What software was used to create the intro for Game of Thrones (TV design series)? Pixar Animation- Luxo Jr. creative processes Timothy j. Reynolds not everything is quantifiable Computer ¡Science

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