CompuServe Thread

#Let's talk theory…

3 messages in this thread
#72462From: Phillip L. MillerDec 19, 1993 10:20 AM
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
#72479From: James TichenorDec 19, 1993 1:56 PM
Hello Phil, Yeah, I've got a lot on my mind… You're suggestions of learning away from the desk are right on the money. I myself have worked in various positions in film. Have played music for a few years. My biggest weakness is a lack of traditional art skills (the pen and paper, paint and canvas). I wondered to John T. if it would be worth buying a program like Fractal Painter, rather than the equivelent in artists supplies. Like you say, the theories are the same, inside and outside the box. I have talked to Steven about your guys' book and I am very excited to see it. I had bought a book a few months ago and was disappointed at how "basic" it is. Steven assured me that you all wouldn't be repeating anything than is in the tutorials or in the Referance Manual (and if you did, it would be from another angle). I'm very, very interested in finding out how then renderer works, how the lighting is calculated, etc. If you have any other book tips (other than Advanced Animation and Rendering Techniques – don't understand a damn thing! <g>) then please let me know. I had a product demontration of the Vertigo line of software up here in Vancouver. A great system! Anyway, I was amazed at how much I could follow what they're software was doing, just from my work on 3DS. At the time we bought 3DS, we were wondering if it would be a wasted investment, as we had wanted to start fairly "high" up the chain. Now I'm so glad I did take the time to learn the program – it's a feat and something I won't leave behind. Software as lifelong companion. <g> Thanks Phil James
#72561From: MARTIN G FOSTERDec 19, 1993 11:44 PM
Phillip, is your book the same one that Greg Phillips is involved in too?