CAD For Modelers™ - Volume Two

Available here in early 2008... Soon!
Click here for a preview movie. (4.3MB)

cfm_02_preview

I began with graphics in the late 1970's, and have used a variety of 3D/CAD software, including most recently, AutoCad, LightWave, and Carrara. What I've found is that all 3D/CAD programs have many things in common, simply labeled differently. So, this material is presented in the most generic way possible, so that virtually any 3D/CAD user can benefit from it. Both CD's share this presentation method, and both are written in a "web site" format, so, unlike video, you can skip back and forth to whatever sections you need, at any time. Both CD's include many of the 3D models (in DXF format) used in the tutorials.

"CAD For Modelers&trade", Volume Two includes a review of the material in Volume One, for those of you who don't have it, (see sidebar) but has a much broader scope. Instead of focusing on any particular type of model, (i.e. aircraft mostly, in Volume One) all model types are considered. Much more detail is shown in Volume Two, even down to making repairs and adjustments at the sub-polygon level.

For example, the model at the right (Piaggio "Avanti" P180) is an actual executive transport plane. I developed a precision scale 3D model of it, over the period of about 2 years, with the idea of also building a (flying) radio-controlled model at 1/6th scale. This movie shows the development of the model as of Volume ONE, of "CAD for Modelers". The new versions of my models, featured in Volume TWO, are more accurate, and include a huge number of scale interior items, moveable parts, etc..
Click here to see a small movie of this model's development. (50-image slideshow - 3.8MB)
Click here to see a large movie of this model's development. (50-image slideshow - 9.5MB)

Here's an outline of the topics discussed and demonstrated in Volume Two:

  • An extensive "Checklist" section, passing on a huge variety of tips and shortcuts, which will save you some time and headaches. Topics include creating various "libraries" of parts, scene settings, (so you can splice short clips into longer animations) "shaders", camera and lighting movements, etc.. Special attention is given to tips for the individual and small-team artists, who don't have access to huge "rendering farms" and super-fast computers. For example...When do you have to build "real" geometry for moving parts, versus doing things that are easy in 3D, but impossible in the real world? (because objects can pass through each other) And...Using various rendering methods and schemes for different goals.
  • Geometry:
    Basically... "How to build your model" - This is the largest section, as it covers virtually all kinds of spline and polygonal model problems. For example: How to analyze a subject beforehand, to determine the best way to model it, How to create a 3D model when all you have is 2D data. (no cross-sections) How to insure that your geometry is "solid", creating IK (Inverse Kinematic) links or "skeletons" for animating moveable parts, Converting models from one format to another, Adding realism and detail to your model's geometry, etc..
  • Shaders:
    (The "paint" on your model) - "A good texture map is worth 1000 polygons." From single colors to (2D) parametric texture maps, to procedural "shaders", including the use of layering. "Weathering" tips to make your models look real. Includes the use of "normal' images, including photos, as well as grayscale maps for special "bump", "transparency", and other special needs. Using movies as shaders.
  • An extensive look at the use of transparency, in both PNG images with Alpha Masks, and in GIF images. You may be surprised at the versatility of these in 3D modeling. Create "window" effects, graphic overlays, and even simulate removable parts and "cutaway" geometry in your models, in both still images and animation. These tips alone can save you a huge amount of modeling time.
  • Null Objects:
    When you have a tricky part to animate, such as a control surface on an aircraft, a (invisible) "Null Object" is usually the answer. Various demos and tutorials here include movable doors, control parts, and "controllers" you can use to create "Morph Targets" in facial and other animations.
  • Lighting:
    A variety of external and internal lighting solutions are demonstrated, along with tips on economic lighting use, to save rendering time. Included is a discussion of the "glow" channel (or "effect") available in most 3D software. (an alternative to traditional light sources)
  • Tutorials:
    Tutorials demonstrate how to solve a variety of problems. These range from very simple lighting and shader examples, to intermediate examples where you'll build complex-looking models, to an advanced tutorial where we create several complex animated scenes from scratch. In most cases, I show both the "easy way" and the "hard way", so you can choose which is appropriate, depending on your time constraints.
  • Animations:
    There are a variety of animations included, ranging from simple 1 to 2-second "loops", to longer animations showing the end result of each tutorial. Topics here include frame-rate considerations with moving parts, various camera and lighting special effects, efficient use of rendering cameras, etc..
  • And more...

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