3D :: Information and Tips

 

Included in the tips:

• Basic background of the 3D digital world

• Notes on views, axes, angles, and object alignment

• Notes on the inherent relativity (due to repositionable views) of size, scale, and position of objects in the 3D world

• Basic description of Cinema 4D, a professional-level 3D-design program

• Notes on the various views available while working in Cinema 4D

• Tips on levels of shading and rendering quality to maximize efficiency while editing and maximize quality when finished

• A description of materials and how they are created and used

• Brief notes on the various additional elements usable in 3D design -- imported graphics and videos as textures, animation of camera angles, speakers for adding sound, and interactivity as in video games

 

Working with 3D design programs requires an extra level of consideration and planning. The 2D concept of "layers"--multiple virtual transparent sheets of canvas--does not exactly apply. However, there are a number of ways that 3D objects can be viewed and manipulated, many of which give the impression of "depth" using layered arrangements.

In addition to the infinite possible angles for viewing a 3D scene, the user can zoom in and out, rotate their view, and see the design from multiple views at once. These views may or may not be aligned with the three main axes, X, Y, and Z. While it may be tempting to position your objects based simply on sight, it can be more advantageous in the long run to set objects using a coordinates panel, aligning as many as you can along (or at some given distance from) one of the axes. Other methods of keeping objects aligned include locking either one or multiple axes, constraining movement to one axis or another, and keeping a close eye on how your scene looks from multiple views, angles, and zoom levels. Just because several objects appear to be aligned does not mean that they are--especially as you shift your views!

Depth of field can be simulated using multiple objects at different distances, objects that are semitransparent, objects that move behind or "underneath" one another, various lighting effects, and by animating the view itself. Since any view or arrangement is possible, it is up to you to provide the viewer with a "floor" or other means of orientating themselves, if the intention is such. Virtually any object is scalable, rotatable, and positionable in almost any way imaginable; because of this, these concepts themselves are "relative" in the 3D modeling world. However, you will generally have better luck by planning the basic characteristics of your objects beforehand (that is, as much as possible), and relying on the view-changing tools to navigate.


Cinema 4D (Version 7.0)


Cinema 4D is an in-depth and versatile 3D modeling and animation design program. While the interface can be somewhat intimidating at first, after a short while, it becomes clear how powerful and well-designed this program is. Multiple windows and panels, most of which can be arranged and "docked" to one another as desired, help make the design process less cluttered and more efficient. An informative Objects window allows you to easily keep track of the various elements in your project, whether they are objects, lights, cameras, effects, or other elements. In addition, small thumbnail icons to the right of your objects represent the various materials applied to your elements; these materials can easily be applied to any object you choose, as well as edited and mapped in a number of ways. They give the virtual objects their surface appearance, such as marble, brick, gradients, or any custom image you choose.

There are a number of different views available when using Cinema 4D. The main "Perspective" angle shows what is probably the most obvious view, and is the one that users generally spend the most time in. There are also a number of additional views, most of which lock one axis of motion and view the scene as though it was "flat" from a specific angle. Multiple views are possible at once so that objects can be placed precisely. Each view has zoom, rotate, and sometimes positioning capabilities to help navigation and editing. In addition, several levels of quality (how complex the objects are drawn while editing) are available; likewise, a number of levels of shading are possible. When working with complex objects, it is often helpful to choose lower quality settings in these areas; this can help speed up navigation and editing, as the computer does not have to calculate and display as much data to "keep up". Once you believe your project is completed (or at least at a good stopping point) you can set the levels back to maximum quality for rendering.

The creation and editing of materials in Cinema 4D can seem overwhelming at first. While there are a number of presets and shaders to get you started, there is a seemingly endless variety of options for design. There are more than a dozen different main attributes of each material's appearance that can be activated--color, luminance, diffusion, reflection, transparency, and glow are just some of them. After activating the attribute you want to use, there are many additional options you can explore to craft the exact look you're going for. Bitmaps, shaders, gradients, levels of mixing with other textures, the blend modes of mixing, and the combination of as many attributes as you want--as well as determining how the texture will map onto the object--make the design of materials a key element in Cinema 4D, or any 3D application.

The world of 3D design presents a relatively steep learning curve (at least in some respects) and a staggering number of options. Nevertheless, with patience and experimentation, this can be a highly rewarding and enjoyable world to work in. Users can create entire movies using positionable and animatable cameras; they can import graphics, even video clips, for use as textures (the movies will create dynamic textures); and many 3D programs, including Cinema 4D, allow for speakers and microphones to be placed within the world to add sound. These speakers will play audio files and automatically calculate how the sound would bounce within your virtual world. (If you take a camera and fly past a speaker, the user will get the effect of hearing the sound source fly past.) Such sophistication is evident in any of the commercially-available 3D video games, which include all the elements described here, as well as interactivity. In addition, any computer-animated movie created today uses the same kind of elements listed here, only taken to an extremely detailed and complex level.