#Let's talk theory…
2 messages in this thread
As for other books, Nancy Fulton's will be on the shelves before ours (if it
isn't already). You should at least page through it to see if there's
anything for you to glean.
How the Renderer "works" – yes, but only in terms of cause and effect – no
code or algorithms. If you want that you'll need to brush up on your C.
Fractal for learning art techniques – probably not a good idea. It's a great
program, and I enjoy mine quite a bit, but it was written for those that
already know media and are trying to reproduce the effects on the PC. You
shouldn't be looking for media techniques as much as compostion, lighting,
color mixing (light and pigment), and traditional perspective/photography.
Spending time and money on 35mm SLR will pay off more. You don't need to know
how to draw or paint to compose.
Following other programs – no doubt you were able to pick up on them fairly
quickly. There really are only a few types: ploygon based (3DS/Topas), NURB
based (Alias/Wavefront), and the new Metaball tech. Once you understand the
basics, they all are variations on a theme – just some have MUCH better
interfaces than others, and all have varying capabilities.
Good luck in your discoveries,
– Phil
Hey Phil,
<<How the Renderer "works" – yes, but only in terms of cause and effect – no
code or algorithms. If you want that you'll need to brush up on your C.>>
Perfect! Exactly the way I'd like the info – simple and straight forward, with
prerequisite baggage…
You suggest photography, rather than painting? How about the creation of
non-photographic based texture maps. Mixing the right colors? Maybe I should
just trust my eye and go for it… But when I started in comp ani, I assumed my
film background would get me through the design problems. Now I'm not so sure.
Most of my materials are based on photographs, but there are techniques suchs
as aging and wear than I need to figure out. Maybe your book it the key? <g>
Thanks for the info James