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Introduction to Computer
Graphics and 3D
This book is to introduce you to the workings of 3D animation (called computer
graphics, or CG) with one of the most popular programs on the market, Autodesk’s Maya.
It will introduce you to a lot of the features and capabilities with the hopes of energizing
you to further study. The best way to study for almost anything is to practice, so prepare
yourself to go through exercises in this book, but also to think of exercises and projects
that can take you further in the learning process. A book or class or video can take you
only so far; the rest is up to you. Imagination and exploration will serve you well.
Throughout this book you’ll learn how to work with Maya tools and techniques. This
chapter will prepare you for the hands-on study that follows by introducing the most
important CG concepts and the roles they will play in your Maya work. You’ll begin with
the most important concept that learning how to work with Maya is a process of learning
how you work as an artist. Topics include:
Embrace the Art
Computer Graphics
The Stages of Production
The CG Production Work Flow
Core Concepts
Basic Film Concepts
CHAPTER 1
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COPYRIGHTED MATERIAL
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Summary of Contents

Page 1 - COPYRIGHTED MATERIAL

Introduction to ComputerGraphics and 3DThis book is to introduce you to the workings of 3D animation (called computergraphics, or CG) with one of the

Page 2 - Computer Graphics

You should not create incredibly detailed environments if they are not featured in a shot,especially environments that use a lot of geometry. The grea

Page 3 - A Preview of the 3D Process

To animate something properly, though, you might need quite a lot of setup beyondjust modeling. Depending on the kind of animating you’ll be doing, yo

Page 4 - The Stages of Production

time or budgetary constraints, you want simple scenes to keep the render resources and times to a minimum. But the general rule in production is, you’

Page 5 - Production

raster images, you need to use a higher resolution to begin with. The higher the resolution,the larger the file size. Figure 1.1 shows what happens wh

Page 6 - Postproduction

When scaled, vector graphics do not suffer from the same limitations as raster images.As you can see in Figure 1.2, vectors can be scaled with no loss

Page 7

8-Bit Image File Commonly referred to as 24-bit color display or True Color, each colorchannel is given 8 bits for a range of 256 shades of each red,

Page 8 - The CG Production Work Flow

MOVIE FILESAnimations can also be output to movie files such as AVI or QuickTime. These usuallylarge files are self-contained and hold all the images

Page 9

With subtractive color mixing for painting, the traditional color wheel’s primary colorsare red, blue, and green. These three pigments can be mixed to

Page 10 - Animation

All output from a computer, which is RGB based, to a printer goes through a CMYKconversion as it’s printed. For professional print work, specially cal

Page 11 - Rendering

Any discussion of resolution must include the matter of aspect ratio. Aspect ratio is theratio of the screen’s width to its height, and of course, the

Page 12 - Core Concepts

Embrace the ArtArt, in many instances, requires transcendence of its medium; it speaks of its own accord.Learning to look past what you’re working wit

Page 13 - Figure 1.1

Space is defined in three axes—X, Y, and Z—representing width, height, and depth.The three axes form a numeric grid in which a particular point is def

Page 14 - Figure 1.2

Form, Space, and CompositionSpace is defined as your canvas or frame. Since ultimately your canvas will be a renderedimage, your design space becomes

Page 15 - COLOR CHANNELS

ContrastContrast in design describes how much your foreground subject “pops” from the back-ground. As you can see in Figure 1.5, when you create an ar

Page 16 - MOVIE FILES

ColorYour use of color also plays a big part in creating impact in your frame. Warm colors tend tocome out toward you, and cooler colors recede into t

Page 17 - CMYK COLOR SPACE

CG productions of even the simplest topics can follow this simple organization. By fol-lowing a similar layout in the scripting and storyboarding of y

Page 18

In CG, a keyframe can be set on almost any aspect of an object—its color, position,size, and so on. Maya will interpolate the in-between frames betwee

Page 19

WeightWeight is an implied facet of design and animation. The weight of your subject in theframe rests on how it is colored and its contrast, shape, a

Page 20 - Basic Design Concepts

SUGGESTED READINGThe more you know about all the arts that inform CG, the more confident you’ll feel among your peers. To getstarted, check out the fo

Page 21

PhysicsYou’ll see in Chapter 12 that one of Maya’s most powerful features is its ability to simulatethe dynamics of moving objects. To use that capabi

Page 22 - Figure 1.4

Now that you have a foundation in CG and 3D terminology and core concepts, you are ready to tackle the software itself. Maya is a capable, intricate p

Page 23 - Basic Film Concepts

If you’re familiar with 2D graphics software such as Adobe Illustrator or MacromediaFlash, you already know something about vectors. What Maya and oth

Page 24 - Basic Animation Concepts

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Page 25 - Figure 1.6

Fairly soon, you will begin to see CG as a bigger part of the everyday computing envi-ronment, as we are seeing with image editors and digital-video e

Page 26 - EASE-IN AND EASE-OUT

Since the CG artist must define 3D scenes in the program, it is essential to have a suc-cinct plan of attack for a well-organized production. The more

Page 27

CG production itself has an involved number of steps that are usually defined by theneeds of the production. We’ll peer into 3D work flow in the next

Page 28 - MOMENTUM

EditingThe rendered and composited CG footage is collected and edited together to conform to the script and boards. Some scenes are cut or moved aroun

Page 29

How It All Works TogetherThe process behind making a South Park episode makes for a perfect pipeline example.Although the show appears to be animated

Page 30

It helps a great deal in figuring out how to proceed with the modeling to have a goodidea of your whole story via a storyboard. Knowing how an object

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