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(#1)
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Erfahrener Benutzer
Posts: 4,555
Join Date: 26.03.2007
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Edit:
Here's the current Table of Contents Why Learn 3d Graphics? Why Cheetah 3d? Prerequisites Cheetah 3d’s Best Feature: The Community Who is this book for? Classroom Use 3d in a nutshell From Blank Slate To Rendered Image in Fifteen Minutes 3d Text: Your Name in Lights Package Mockup: Imperial Cereal Simple Game Component: Biplane Cheetah 3d’s Key Features What’s New in v6? Just Enough to be Dangerous Navigating the 3d view Modes Mesh Editing Modes Select vs. Transform The Transform tool Center Manipulator Modes Two Axis Scaling Working with Selections The Object Browser Primitives The Properties Panel Common Tags Meshes Editable Meshes Selecting and Moving Stuff Duck… I mean Extrude and Cover Create Polygon Bridge Fill Hole Scalpel Ring Cut Modifiers Stacking Modifiers Toggling Modifiers Splines Creators Sweeps Booleans Toggling Creators Animation Keyframes How Keyframes Work Character Animation & Bones Materials Material vs. Texture Basic Materials Reflection A Whole Bunch of Nothing: Reflection Maps Hint: Make Shiny Objects Look Fabulous Transparency and Refraction Lighting The Light Object Image-Based Lighting Aside: limitations of image-based lighting The Sky Light Object Rendering Camera Objects Other Cheetah 3d Resources Quick Start Tutorial Instructional Videos Online Help The Cheetah 3d Community Modeling Modeling Overview Visual References Level of Detail The Simplest Method Judging your own work Give a Damn Approaches to Modeling Box Modeling, Subdivision Surfaces, Splines, and NURBS A Tale of Two Wineglasses — oh, a B-29 bomber: The Advantages & Disadvantages of Splines Tutorial: Making a Wineglass with a Spline and the Lathe Creator Tutorial: Making a Wineglass with using Box Modeling and Subdivision When making stuff with lathes causes problems… Tutorial: Modeling a Wing Root Solid Modeling Hard Edged vs. Organic What is a mesh? Making a mesh editable Polygon Objects (Primitives) Ball, Box, Cone, Cylinder, Disk, Plane, Polyhedra, Relief, Stair, Torus, Tube Splines Why use splines? Importing Splines Creators Polygon/Box Modeling Polygon Tools Bridge Troubleshooting the Bridge Tool Modeling by Eye Creating a Modeling Sheet & Preparing It For Use Modeling from "Blueprints" Symmetry Subdivision Surfaces Controlling Curves Modeling Tricks & Techniques Joining Meshes Splitting Meshes Working with Primitives Modeling a Hole (without Booleans) Creators, Modifiers, and Tags Creators Boolean Chain Extrude Lathe Sweep Polyplane Symmetry Modifiers Subdivision Replicators Array Build Ring Deformations Bend Bulge Displace Skew Spherify Symmetry Taper Transform Twist Warp Understanding How Creators, Tags, and Modifiers Interact “Collapsing” Creators and Modifiers Partially Collapsing Creators and Modifiers Keeping the modifier chain around for later Advanced Modeling Character Modeling Symmetry Subdivision Quads, UV-Mapping, Topology & Loops Sculpting Sculpting Workflows Modeling Joints Low poly vs. high poly Tricks and Techniques Putting a square hole in a round peg Building Rounded Objects Precision Hard Edged Modeling Solid Modeling* Importance of Normals How solidity is inferred Physics & Modeling Materials Creating Materials Flat Colors The Material Shader Image-Based Materials Bump Maps Quick and Dirty Bumpmaps Reflective Materials Reflection Map Example: Cracked Mirror The Metal Shader The Car Paint Shader Transparent Materials Refraction Fresnel Effect The Dielectric Shader How Materials Work Complex Materials What does “multiplying a color” mean? Aside: Color Arithmetic Specular vs. Reflected Highlights Texture Mapping UV Coordinates Coordinate Spaces The Material Tag All About Nodes Node Types Connecting Nodes Visualizing an Output Channel Channel Types Converting Between Types Nodes in Depth Shader Nodes Texture Nodes Constant Nodes Filter Nodes The State Node The Instance Node Math Nodes Creating Materials from Scratch Some Procedural Textures Using a texture as a selector Terrain Shaders Planet Shaders Cross Product Measures Perpendicularity Dot Product Measures Closeness of Direction Faking Fresnel Effects A Color is a Vector is a UV Coordinate OMG! You didn’t tell me there’d be math! Points Planes Planarity, Coplanar Vector Normal Dot Product Cross Product Putting it all together Diffuse Illumination Reflection Refraction Fresnel Effects The Material Assignment Tag Procedural Materials Image-Based Materials UV-Mapping Texturing Texture Painting Particles Getting the most out of Cheetah 3d’s Particle System Workarounds Faking Volumetrics Faking Glowing Particles Instances Emitters Effectors Particles as Detail or Decoration Lighting How Lights Work Lighting Basics Shadows Soft Shadows Reflected Lights Specular vs. “Real” Advanced Lighting Global Illumination Lighting with Emissive Objects Caustics Under the Hood Fine-Tuning Caustics Camera Properties Shadow Catchers Animation Animation Overview The Animation Timeline Controller Doohickey How Keyframes Work Animation Concepts Simple Animation Path Animation Basic Rigging Forward Kinematics Inverse Kinematics Character Animation Advanced Rigging* Physics Bullet Physics Introduction to Physics Physics & Modeling Physics & Animation Rendering Rendering Overview How Raytracing Works Stochastic Sampling Tricks Environments I made a metal object and it’s black I want my metal object to look like metal, but I don’t want a backdrop Backdrops I want a transparent background I want to add a rendered element to a photograph I want an outdoor background I want to add a rendered element to a video Reflections Lighting The HDRI Tag The Radiosity Tag Realism The Golden Rule: cg images are made convincing by imperfection Cartoon Looks Simple Caricatured Models Cartoony Materials Lush Unrealism: Painterly Rendering Renderer Settings Baking Render Manager Where are all those rendered images stored? The Render Tag Mocking up a Scene Nice Test Renders Product Shots Natural Environments Interiors Rendering a Panorama Creating your own HDRIs for Image-Based Lighting Rendering a Sky Box Skybox Utility Orthographic Rendering Managing Complexity Folders Smart Objects Takes Mastering Cheetah 3d’s Interface Custom Hotkeys Custom View Layouts Quantization Snapping Cheetah 3d Under the Hood Preferences Render Cache Script Files .jas Files Workflow Workflow Overview Points of No Return Collapsing Symmetry Rigging & Animation Morphing Combining Meshes with Different Materials UV Mapping Across Multiple Meshes Baking Importing Stuff Exporting Stuff Working with an external image editor Working with other 3d modelers Working with other renderers High Dynamic Range Images Post Production Workflow Video Production Workflow Unity Workflows iBook Author Workflows Archviz Workflows* Scripts Some Very Useful Scripts Basic Interface Enhancements Modeling Animation Texturing and UV-Mapping Rendering Particles Using Scripts Assigning Hotkeys to Scripts Writing Scripts Basics The Console Feeling Your Way Around Some Useful Patterns Appendices Glossary Copyright, Intellectual Property Unbiased Rendering, Physically-Based Rendering Does this matter to Cheetah 3d Users? Axes, X Axis, Y Axis, Z Axis Quaternion Inverse Kinematics Forward Kinematics Scene Graph, Object Browser, Hierarchy Parent, Parent Object Child, Children, Child Object Convex Polygon Quad Triangulation, Tessellation Interpolation F-Curve Easing Keyframe Texture, Bitmap Non-destructive Modifier Chain Creator Creator vs. Modifier Node-Based Shader, Material Spline Sweep Lathe Extrusion Frustrum Space, Coordinates Procedural Texture Image Space Texture Space, UV Space, UV Coordinates Local Space, Local Coordinates Global Space, Global Coordinates Vector Motion Blur Normal Normal Map, Bump Map Displacement Map Specularity, Shininess, Specular Size, Hardness Gouraud Shading Phong Shading Mesh Weight, Mesh Topology, Retopologize Box Modeling Solid Modeling Tags Bevel, Inner Extrude NURBS God-Rays, Volumetrics Render-to-Layers Faking Render to Layers Glows Achieving “Real” Glow Effects Faking Glow Maximum Image Size SSS, Sub-surface Scattering Instrumenting Rigs Morphing Network Rendering CUDA, OpenCL, GPU-Accelerated Rendering Unbiased Renderer, Physically Based Renderer Plugins Image Formats File Size Bit Depth Lossy or Lossless Production or Delivery Alpha Channel Support Alpha Channels Use Alpha? Which Way Around? Premultiplied 3d File Formats Geometry Animation Lighting, Cameras, Material Definitions, Rigs Video Compression File Size Lossy vs. Lossless Production or Delivery Alpha Channel Support Picking Your Target(s): Web, iPhone, iPad, etc. Faking Motion Blur Other Resources Websites Books I left out page numbers because this post was going to exceed the 10k char limit for the forum. No, I do not guarantee all the chapters will be written before Martin launches Cheetah 3d v6, but they will be written — some may be merged and there will be reorganization. The text is a little over 50% complete as of now (and the book is ~180 pages so far). I'd love any suggestions you might have for things to put in the C3D Book I am writing. Basically ideas along the lines of: a) UI Shortcuts and Things I wish I'd known (classic example: double-clicking primitives to make them into editable meshes) b) Gotchas (classic example: rendering metal requires HDRI map) c) Tutorials I would love to have Either reply to this thread or email me at tonio AT loewald DOT com. Cheers! MacBook Pro 2.66GHz (2 core) 8GB RAM | Mac Pro 3.2GHz (4 core) | Cheetah 3d 6.x | OS X 10.8.x |
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(#2)
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Erfahrener Benutzer
Posts: 182
Join Date: 07.04.2011
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How about with regard to lighting and product shots show how to create and position reflectors (I don't think we have light materials to light a scene, so they would only be for reflecting on a model.) as an alternative to using hdri files.
Would also show how to have objects in a scene yet not be visible directly to the camera. Only the reflection will show. Mike |
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(#3)
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Erfahrener Benutzer
Posts: 528
Join Date: 16.06.2011
Location: Atlanta, GA - USA
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I'm putting my vote in for more in depth coverage for Blueprints. I know there are a few basic ones in the C3d tutorial section and there are ones for other software packages out there that could be used to learn. But one specifically for C3d would be fantastic!
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(#4)
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Benutzer
Posts: 62
Join Date: 28.05.2007
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Let me know when your book is finished and I'll help you promote it.
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(#5)
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Erfahrener Benutzer
Posts: 4,555
Join Date: 26.03.2007
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Thanks Plugs — my plan is to release the book simultaneously with C3D v6 (in its current state of completeness).
My equivalent of the C3D "Quick Start" (which I hope readers will find both broader and more thorough) is very nearly complete and I'd say the total text content is about 33% of the way there, so it shouldn't be too hard to get it done (fingers crossed). I even have a prospective copy editor (my sister... Swizl: solid blueprint stuff is already planned, including discussion of how to prepare the images. Mykyl: stuff along these lines is planned; I hope it meets your expectations, and if not complain and I'll try to fix it. I actually hope to explain different lighting and environment philosophies, ranging for IBL and (even using specular) through to the "build everything out" school of thought, and also rendering and/or faking up your own HDRI panoramas. MacBook Pro 2.66GHz (2 core) 8GB RAM | Mac Pro 3.2GHz (4 core) | Cheetah 3d 6.x | OS X 10.8.x |
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(#6)
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Erfahrener Benutzer
Posts: 115
Join Date: 30.08.2009
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IMO the book would be really helpful if you would add any of these topics:
-how to start from an example picture and model on it (like a gun, a car, not necessarily a human figure) -how to accomplish good results using the less polygon as possible (tricks to use to make low poly models) -how to make a good and functional topology -MAterials, UV mapping and texturing, including the process of creating lightmaps -animations for anything other than walk cycle There are some tutorials for basic stuff, but what I feel the lack of is something that goes over the standard "this is the tool, this is what it does"; I would rather get some small project from start to end, that would illustrate the tools while you create something tangible (i love the books that teach you things by examples...mainly it works with programming books, but I do not know if that would work for a CG book). BTW thanks for taking a shot at it, no matter what I will probably end up buying it! |
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(#7)
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Erfahrener Benutzer
Posts: 559
Join Date: 21.03.2007
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Quote:
Double-clicking the free move handle of the transform tool changes you to pivot mode edit(which also allows you to set custom pivots for polygons). Shift dragging an axis of the transform lends you two-axis constrained movement. |
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(#8)
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Benutzer
Posts: 77
Join Date: 27.01.2012
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Could I suggest getting a fully-working animated, and textured character into Unity3D?
Good luck on the book, I will certainly be buying it. |
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(#9)
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Benutzer
Posts: 44
Join Date: 09.03.2009
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Podperson,
I think it would be great if the book addressed some of the commonly asked questions in the forum & try to give 'best approach' answer, for example: 1. Glass textures applied to bottles & glasses, showing best use of lighting, tags, materials, how to model a liquid within the glass and get the best results. 2. Best 5 or 10 scripts, where to place them in the system, how to make them work... 3. Node system - but explained simply - the options in this area for the non mathematical among us can be daunting. 4. The uv Mapper Obviously the internal help files within cheetah are way out of date, I'd guess these would be updated with v6 , but it would be handy to know what works with what, ie, the effectors used in collaboration with the new physics engine? Anyway, just my thoughts, I would hope that members of the forum who have successfully mastered a particular area - modeling, materials, physics, light settings, render tags etc would contribute their know how - to make it a fantastic resource. |
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(#10)
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Erfahrener Benutzer
Posts: 4,555
Join Date: 26.03.2007
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Dave - good suggestions. All of them are in the plan with the exception of detailed treatment of glass, which is a good idea.
Because the book is going to be electronic (possibly just in time printed versions will be available by lulu) my plan is to cove as much as I can before v6 is released, release what I have, and then improve it over time. I've already been through the forums looking for good threads to incorporate (although there's a huge amount of stuff there and the book is intended to complement the forums, not replace them). I'm doing my best to make the material system intelligible to the math-averse, we'll see if I succeed. MacBook Pro 2.66GHz (2 core) 8GB RAM | Mac Pro 3.2GHz (4 core) | Cheetah 3d 6.x | OS X 10.8.x |
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