#Let's talk theory…
19-Dec-93 10:20:26
Sb: #Let's talk theory…
Fm: Phillip L. Miller 74710,3061
To: James Tichenor 71055,26
Wow, that's IS a lot – I'm not sure that I could afford my CI$ bill answering
all those!<g>! They are actually very legit. questions that deserve some
answers though.
Lighting, anmimation, perspective, color, composition – these are all
subjects that are important to 3DS but hardly unique to it. I don't mean to
seem glib but your best resource for learning these subjects is studying the
fields that have employed them for ever (art, sculpture, stage, cinema). The
lessons learned from these are directly applicable to 3DS. Actually that's
the beauty of it – 3DS was designed to work in a manner that pulled together
the techniques of many arts.
For the computereze side (NURBS, rendering modes, etc.) there are several
books on general computer graphics and some new ones on 3DS specifically.
Your best learning tool is the program itself – take simple situations and
study the effects of basic, incremental changes (it is not a "spectator
sport" <g>).
My writing partner (Steven Elliott) and I have tried to put down on paper
much of what your asking about and it will be available soon from New Riders
Publishing in the book "Inside 3D Studio". You may want to take a look a it
when it becomes available (iin early Feb.) and see if it is answering any of
your questions to your satisfaction (there are chapters dedicated to basic
theory – color, light, motion, composition and the program is discussed in
terms of how it works and is used rather than command syntax).
Hope this was of some help,
– Phil