Step-By-Step Graphics

"Design Without Responsibility" article appendix

Opening comments
Surprisingly, most of the material for this particular issue actually made it into the article in some form or other. So even though it says in the article that there would be other tips on the web site, it might appear that you have been brought here under false pretenses. Still, just before you start foaming at the mouth and storm off, mouse clicking wildly in all directions, I should mention that this document does contain some things that I have thought about since it was written.

How this one came about
Back in 1991 I wrote my previous article on 3D programs for Step-By-Step. The article was about "Zing", a simple little Macintosh 3D program that could create quite complex images ... well, complex for 1991. The day after the issue was published that company stopped producing Zing. I've been kind of embarrassed to talk about 3D programs ever since! But I have wanted to. I had been threatening to write another over the years and finally sent in a proposal to Talitha Harper the SBS editor. As usually happens when I write a piece, the resulting article ends up being a bit different to the original proposal. While the article was still on 3D the thrust of it went off in a different direction.

As a result I had some orphan material dealing with 3D for newbies kicking around. The stuff no longer fit in. There was enough of it too to peel it off into its own article. One that would predate the one I had just written. I got the nod for this and received a new deadline. This introductory article that you have seen result of that.

The deadline was really short because I had been dawdling the time away on the original piece and, unfortunately, after I stopped typing, the ideas still kept flowing. This website seemed a good place for that material. What you see here are things that I thought of after I submitted the piece as well as some other things that were too esoteric for the larger audience of the magazine.

As usual, they are presented here in no particular order.

The space station image
The space station scene was actually created for an industrial video. There is an issue of our little online magazine "Graphic of the Month" about its creation. You can get to it by following this link: GotM9709.html

The version you see in the magazine here used as the opener was re-rendered from the original model with a different camera. The sky was brand new and the earth was repainted by hand. All I had in there originally were some shots of the earth I had grabbed off NASA's site. Low resolution and no permission. For this piece I used them as reference for a piece of artwork done in Painter. I felt that if I painted it the earth would be de-emphasized. This arc was then brought into Photoshop where the image was mastered.

For the vignetted space background I had a particular problem. In the depths of outer space I wanted a nice rich black so I used solid black with about 40% cyan underneath it. Naturally, this became a problem as the vignette faded out at the right. The vignette itself began to look bluish rather than the grey I was after. I duplicated the selection for the vignette, pulled it back using the curves and then used this new channel to pull back on the cyan in the vignette. So, in the vignette the cyan fades out much faster than the black.

You can also find out how the baked goods image was created in the RoboShop Graphic Of The Month section of our website... follow this link to get to it: GotM9805.html

 

A little rant
In the article I talked about the sheer number of 3D programs out there. Have you ever noticed how many of these programs say on their packaging that they are "The Leader in 3D Illustration" Just who do these guys think they are kidding? As if someone is going to snap up a $500 program just because of that claim. They don't even have to qualify it though. "* By the word "Leader" we mean this program is 50% more professional that 6 other leading programs". I am sure the programmers inwardly reel when they see what their marketing departments do with the programs.

The raydiosity option
While I was preparing the art for this article I rendered the Sanctuary image, used in the article as the example of the different lighting types, using the Raydiosity algorithm. The result was astonishing... unfortunately it finished rendering far too late for the article... I sent a raytraced version in instead. So here you can compare them... the raytraced version as it appeared in the article is on the left and the Raydiosity version I wanted in there is on the right. Notice how much softer the shades re in the raydiosity version. Things seem to glow.


Sanctuary Images

Oh, there are some tips
At one point in the evolution of the article I had a series of modeling, lighting and rendering tips. This was nixed as the article swelled to watermelon proportions. So here, are the tips I had prepared up to the point of nixing.

Modeling tips
Sketch out object first on paper -- stay focused
It is astonishing the number of otherwise talented designers who fire up the computer and try to come up with ideas onscreen. That's like trying to get your computer to design for you... to see if it will come up with an idea all by itself. Designing in a box. It makes way more sense to design on paper with a pencil for that is a place where there are no bounds. Nothing to hold you back, nothing to constrain you. Only later should you turn to the computer and figure out how to get it to render your idea, and then develo the ideas from there on. The same holds true for modeling. Have a very clear idea of your objects shape before you start. Sketch it out. See if it makes visual sense.

Build objects out of several small bits
Smaller components make for much more easily edited files. You are much more likely to build a successful object if you can figure out how to build it or most of it using simple primitives. If that won't work move on to more elaborate (and time consuming modelers). The further you get away from primitives the longer it will take to render your model.

Details count... great visual clues
The more details you have in your model the more realistic it seems. This sounds time consuming and, to a certain extent it is. Still if you use your details more than once you can begin to save some effect. Reuse the details by placing them repetitively. Show other sides of them. For example, on a satellite model I can use a satellite dish more than once, the first time I use it the front is visible. It is also seen a second time peeking over the back of the satellite but this time only the back is showing. Remember that details are great visual clues as to what your model is without drawing attention to themselves. No one will remember the details themselves but they might remember the message those details conveyed as a group.

Use mapping for details where necessary
Don't forget that some of the best detail is merely mapped onto a simple shape. It renders quickly so why not? Other types of detail that might be forgotten. What about dirt... I think this is another whole article. Making things look dirty and real. Moving away from the clinical look. Ooops, sounds like someone pipped me to it... see the June 1998 issue of Computer Graphics World in an article by Randall Warniers entitled "Dirty Pictures".

Use quick shaded views
3D programs are so slow that it makes perfect sense to speed the applications up in any way we can. In most programs the programmers have included a host of features to facilitate just this particular objective of speed. Refresh interrupts, showing the objects as boxes or at least with less detail, quick shaded views, even wireframes. Use these features and learn the short cuts to them for these are types of features that we can rarely be bothered going to the menu for.

Use naming conventions and stick to 'em
Recognize the need for naming conventions for your files. Generally you will want to be able to know what a file is without booting up the application that created it. Descriptive names which maybe an extension to tell you what type of file it is. For example in my 3D model files I always put 3D somewhere in the title. That way no matter how many other files are floating around in the vicinity I can always go to that file for further 3D work.

Lighting tips
If all else fails, studio lighting won't
If you light your scenes using the standard Key, Filler, Kicker lighting setup, you cannot fail to get a well-lit scene. Actually, this whole issue of scene lighting is an article in itself. Article #3 perhaps?

Simple lighting means more drama
Try to light from odd angles and study the effect of that. Generally, the further off camera the lighting the more drama you'll get, particularly if you restrict you use of lights to a small number.

Multiple lights=multiple problems
Well, this isn't always so but it does get a bit confusing. Here's a way to minimalise the confusion on multiple light scenes. It often happens that people need to do this for shots of hallways or large rooms. If you are using an hierarchical modeling application create a light off in its own area. Then place that light into the scene as many times as you need. Now if you have to modify the amount of light output you only need to go to one item to change them all. Of course this assumes that all lights will output the same amount of illumination. Generally it is that way until you start tweaking the model. So, at that point, break the lights away from their hierarchical parent and modify them separately... you'll have still saved a lot of editing by just going to one item for all the early changes.

Kickers and rim lights
Some applications work like real photo studios in that a light shone in from the back of the studio will leave a handsome rim light (backlight or kicker) on your subject. Use it when you need to separate your item from its background some more.

Rendering tips
Check mapping on teeny parts of image
Do mini renders to test your edits. Either render what you think is a typical area of the overall image, one which will allow you to quickly verify that your edit worked. Alternatively your software should allow you to render a small size version of the overall image. It is better to sacrifice size and use your final targeted rendering algorithm than to render at the same size and try to speed things up by using quicker method of rendering. In some applications, Bryce 3D for example, this is not an option but there are others that you should investigate. Don't waste your life away watching that little rendering bar go across the screen.

Gang up your edits
Evaluate your renderings and then make notes of the things you want to change. You are far less likely to forget to make the changes in this way. Then follow the list as you edit the model. Once through the list you can re-render or render just a portion of the image as I said in the point above.

Only do anti-aliasing on final
Yep, It is silly to anti-alias your test renderings unless that is the aspect of the image that you wish to check.

Consider distributed processing
Does your software allow you to use other CPU's in the office? If it does you may be able to save oodles of time (particularly on animation) if you render overnight.

Finally
It is difficult to be just be a casual user of 3D programs, generally you either use them or you don't. It is likely that once you start producing usable material with the programs you'll realize it's too late, you're already hooked.

I am excited about doing this series of articles for SBS about 3D. I have been looking forward to it for a long time. I hope you enjoyed reading the piece. It started out as a little throwaway piece for beginners that I wasn't really interested in. It didn't take long though for me to be really committed to the idea... not just as an article for beginners, but for everyone who is involved with 3D imagework. I thoroughly enjoyed doing it. Feel free to send me email at simon@roboshop.com if you have any comments or questions.

Links
If you are interested in checking out some neat 3D graphics, the following sites should get you going. Naturally a fast connection to the internet will make this a much more pleasant experience...

http://www.electricimg.com/ Look particularly for Henk Dawson's work in the Gallery section. Simply stunning.

http://www.chuckcarter.com/ Another person whose work is quite stunning. Most people know him from his work on Myst and National Geographic Magazine.

http://www.metacreations.com/products/ These guys have several 3D products and a few galleries showing what can be done with them

http://www.strata.com/

http://vi2.mclink.com/html/main.html This is a link into the strata ring... a series of sites that use strata 3D products

http://www.softimage.com/ Another one of those sites where you think wow, did'nt realise you could do that in a 3D program

http://www.aw.sgi.com/pages/home/index.html Alias/Wavefront's home on the web

http://www.bmacleod.com/brycelobby.html There's plenty to explore here... you can get quite lost in this huge gallery of Bryce 3D images

 

Okay, that's it for the notes for part 1 of my 3D series. Follow this link to get to the Appendix to Part 2 .

...Simon Tuckett

 


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Last update: July 02, 1998.