miércoles, 8 de septiembre de 2010

3D Monster blender

3D Monster
14 Aug 2010

Waving 3d monsterThis is the first tutorial of my four part series dealing with character animation. These tutorials are targeted for beginners wanting to learn the basics of organic modeling, uvw mapping, texturing, rigging, and creating a cute 3d monster. In this first part we’re going to create the geometry and you’ll learn about polygon modeling and subdivision surfaces. I’ll do my best to keep things as simple as possible.


Step 1 Let’s See What the Final 3D Monster Model Will Look Like

In the picture below you see the 3d monster we’re going to create. There is a low polygon model on the left and the final subdivided model on the right. The goal is not to create the model as fast as possible but rather to give beginners a chance to experiment with different modeling tools. You need to know the basics about the interface, modifiers, and the transform tools to be able to complete this tutorial. I’m using 3ds Max 2011.

Two monster models
Step 2 Reference Image Setup in 3ds Max

I recommend using reference photos/images whenever possible to make the modeling process easier. I have prepared two images that you can use while modeling the monster. Please download the following files:

* 3D monster – front view
* 3D monster – left view

Create a Plane ( Create panel > Geometry > Standard Primitives > Plane ) in the front viewport . Modify the Plane ( Make a selection > Modify panel ) according to the following parameters :

* Length: 200
* Width: 200
* Length Segs: 1
* Width Segs: 1

Create another Plane in the left viewport with the same settings. Now we have two planes in the scene. Go to the left viewport and align ( Tools > Align > Align… ) the planes vertically ( y axis ).

Let’s apply the reference images to the planes. Open Material Editor ( Press ‘m’ in keyboard ) and create the materials for the planes:

1. Select the plane you created in the front viewport and assign the material to it
2. Add the diffuse map ( Maps > Standard > Bitmap > 3d-monster-model-front.jpg )
3. Enable “Show Standard Map in Viewport” ( Makes the texture visible in shaded viewports )
4. Self-Illumination: 100 ( Makes the texture easier to see in the viewports )
5. Select another material slot and create the material for the other plane as well

Reference picture setup in 3ds Max

If the images are displayed in low resolution go to the display driver settings and and maximize the resolution ( Customize > Preferences… > Viewports > Configure Driver… > Appearance Preferences > Download Texture Size > Match Bitmap Size as Closely as Possible ).

Chances are that your planes are near zero or intersecting with each other. In either case, the planes will get in the way when we start the modeling. Let’s move them in the top viewport:

* Front reference image: Move about 200 units along the y-axis ( you don’t have to be exact )
* Left reference image: Move about 200 units along the x-axis ( you don’t have to be exact )

Now we’re ready to start the modeling process.

Reference picture setup in 3ds Max
Step 3 Useful Keyboard Shortcuts in 3ds Max

There are some keyboard shortcuts that are extremely useful during the modeling process:

* F3 – Shaded view on/off
* F4 – Edged faces on/off ( matters only when the shaded view is on )
* ALT Q – Isolate selected object ( There is often a need to orbit around the model during the modeling process. At certain angles the reference planes might get in the way and that’s when the isolation mode becomes handy )
* ALT X – Selected object becomes transparent
* 1-5 – In Edit Poly modifier you can quickly switch between different sub-object levels by pressing 1-5 in keyboard

Step 4 Start the Modeling

We’re going to model polygon by polygon, so let’s create the very first polygon to have something to work with. Create a small Plane ( Create panel > Geometry > Standard Primitives > Plane ) in the front viewport and apply ( Make a selection > Modify panel ) the following parameters to it:

* Length Segs: 1
* Width Segs: 1

Add Edit Poly modifier to it ( Make a selection > Modify panel > Modifier List > Object-Space Modifiers > Edit Poly ). We’re going to start the modeling from the lower lip. Activate the vertex sub-object level and move the vertices according to picture below. I recommend concentrating on one vertex at a time. First position the vertex in the front viewport and then in the left viewport.

Modeling with reference pictures

Now the first polygon is in place. Since our 3d monster will be symmetrical we’re going to create only half of it and complete it with the help of a Symmetry modifier. This character is going to be animated so we’ll create it by using quads ( four sided polygons ) only. ( Quads deform better than triangles.)
Step 5 New Polygons by Cloning

Let’s create a new polygon by cloning:

1. Activate the edge sub-object level
2. Select the leftmost edge in the front view port ( See the image below )
3. Press and hold SHIFT in keyboard
4. Move the selected edge to the left ( See the image below )
5. Activate the vertex sub-object level and move the new vertices according to the reference images in both the front and left viewports

Cloning edges in 3d Max
Step 6 Modeling Around the Mouth

Let’s repeat the cloning process several times to create polygons around the mouth. Whenever you create a new polygon, remember to move the vertices in both the front and left viewports!

Tip: Press ALT X in keyboard to make the selected object transparent. This might help when positioning the vertices.

Poly modeling
Step 7 Cloning Several Edges at Once

You can also clone several edges at once:

1. Select two edges in the front viewport ( See the image below. Press CTRL in keyboard to select several edges. )
2. Press and hold SHIFT in keyboard
3. Move the selected edges upwards ( See the image below )
4. Activate the vertex sub-object level and move the vertices according to the reference images in both the front and left viewports

Polygon modeling
Step 8 Cloning Polygons

So far we’ve created new polygons by cloning edges but we can also clone polygons:

1. Activate polygon sub-object level
2. Select two polygons ( See the image below )
3. Press and hold SHIFT in keyboard
4. Move the selected polygons upwards. Select ‘Clone To Element’ in the new dialog.
5. Remember to move the vertices in both viewports ( See the image below )

Modeling by cloning polygons
Step 9 The Bridge Tool

Whenever there are two border edges that we want to connect with a polygon, we can use the Bridge tool:

1. Activate edge sub-object level and make sure you have nothing selected ( keyboard shortcut for deselect is CTRL d )
2. Activate the Bridge tool ( Edit Poly > Edit Edges > Bridge )
3. Click on the border edge in the front viewport ( See the image below )
4. Click on the other border edge ( See the image below )
5. Repeat the process on the left side of the eye as well

Using the bridge tool in 3ds Max
Step 10 Welding Vertices

Our goal is to create a unified surface where polygons share vertices with all adjacent polygons. Often there’s a need to weld vertices of adjacent polygons together. Let’s try this in practice:

1. In the front viewport, select two edges on the right side of the eye and create two new polygons by cloning
2. Select one edge on the left side of the eye and create a new polygon by cloning
3. Activate the vertex sub-object mode
4. Activate ‘Target Weld’ tool ( Edit Poly > Edit Vertices > Target Weld )
5. Click on the vertex ( See the image below )
6. Click on the other vertex ( See the image below )
7. Repeat the process on the left side as well
8. Remember to move the new vertices according to both reference images

Welding vertices together
Step 11 New Polygons with the Scale tool

The Scale tool can be an effective method of creating new polygons:

1. Activate edge sub-object level and select 6 edges ( See the image below )
2. Press and hold SHIFT in keyboard
3. Scale the edges in the front viewport ( See the image below )
4. Remember to move the vertices in both viewports

Modeling by scaling polygons
Step 12 Modeling by Cloning

Let’s clone some polygons in the left viewport:

1. Select 5 edges ( See the image below )
2. Press and hold SHIFT in keyboard
3. Move the edges to the left
4. Move the vertices according to the reference images ( See the image below )

Modeling monster head with polygons
Step 13 Symmetry and TurboSmooth Modifiers

This is actually an optional step but highly recommended nevertheless. The idea of this tutorial is to create a half of a low polygon model, complete it with the Symmetry modifier, and smoothen the surface with the Turbosmooth modifier. I’ll show you how we can see the final surface while working on a low poly model:

1. Deactivate any sub-object level and go to the front viewport.
2. Clone the whole model by moving it while pressing SHIFT in keyboard. Select ‘Reference’ in the clone options dialog.
3. Apply Symmetry modifier to the reference copy ( Make a selection > Modify panel > Modifier List > Object-Space Modifiers > Symmetry ). If the model disappears, activate Flip ( Symmetry > Mirror Axis > Flip ).
4. Activate mirror sub-object level in the Symmetry modifier and align the mirror plane to the right side of the model. The vertices in the middle are welded together.
5. Deactivate mirror sub-object level and add Turbosmooth modifier ( If you see a seam in the middle, all vertices haven’t been welded and you have to move the mirror in the Symmetry modifier ).
6. Set Iterations value ( in Turbosmooth modifier ) to 1-3 depending on your needs and computer power.

Now you continue working with the original low poly monster model and you see the changes in the smoothed model in real time. If the smoothed model gets in the way you can just move or hide it. ( It’s also possible to add the modifiers to the original model you are working on, but personally I find that method more troublesome. )

Symmetry and Turbosmooth modifier in action
Step 14 Modeling the Rest of the Head

Now you know everything you need to know to go on. Complete the rest of the head as you see fit. The front reference image doesn’t help you much when you create the back of the head. You just have to create new polygons, orbit around the head, and move the vertices. Remember to weld vertices together when necessary. If it feels hard, remember to concentrate on a one polygon at a time. Be patient and move the vertices until you get a nice round head. This is what polygon modeling is all about.

Completing the head of the monster model
Step 15 Modeling the Torso

Now the hardest part is over. The rest of this 3d monster model is pretty simple to create. Let’s complete the torso:

1. Activate the edge sub-object level and select 5 edges ( See the image below )
2. Clone the edges downwards
3. Move the vertices according to the reference images

Modeling the torso by cloning edges

Repeat the cloning two times and create the bottom of the monster according to the image below. Cloned edges and use Bridge tool when you can.

The structure of the bottom of the model
Step 16 Creating the Arm

The arm is really easy to create with Extrude and Bevel tools:

1. Activate the polygon sub-object level
2. Activate Extrude tool ( Edit Poly > Edit Polygons > Extrude )
3. Click and drag on top of a polygon ( See the image below )

Make sure to extrude the polygon only a little. We want a relatively sharp joint here so we need two edges that are close to each other. If you are not sure what I’m talking about, look at the smoothed model while extruding and compare different extrusion values.

Creating the arm by extrusion

Complete the arm:

1. Use Extrude ( Edit Poly > Edit Polygons > Extrude ) once more and move vertices according to the reference.
2. Use Bevel twice to complete the arm ( Edit Poly > Edit Polygons > Bevel )

Bevel works just like Extrude except it allows scaling just after the extrusion.

Modeling the arm with Extrude and Bevel tools
Step 17 Finalizing the Monster Model

Let’s work with the eyes and mouth just a little more:

1. Activate the border sub-object level and select the edges around the eye
2. Activate the edge sub-object level and select also the edges around the mouth
3. Press and hold SHIFT in keyboard
4. Move the edges inwards to create new polygons
5. Move the new vertices according to image below ( pressing ALT X in keyboard should help )

Creating eye sockets and mouth

Finally orbit around your model and fix all bumps and errors in the surface. Create two spheres for eyes and the monster model is complete!
Step 18 Rendering the 3D Monster Model

I rendered the final image with Mental Ray ( Rendering > Render Setup… > Common tab > Assign Renderer > Production ).

My rendering setup:

* Standard material with light gray diffuse color
* Skylight with pure white color
* White plane under the model
* White background

Rendered 3d monster models

Make Flash Animated Banner with Hyperlink

Make Flash Animated Banner with Hyperlink for Website

Flash animated banner tutorial guide you to make a flash animated banner with hyperlink for website step by step. It is very easy to make it and you don't have to use Action Script or any other Adobe Flash Skills.

Flash Animated Banner Samples

Content on this page requires a newer version of Adobe Flash Player.

Get Adobe Flash player






Here's what you'll need:

Step 1: Install Flash Slideshow Creator and Create a New Slideshow

Click here to download Flash Slideshow Creator and then install it. After launching the program, a pop-up window will guide you to start your journey. Let's click the "New" button to create a new slideshow .

Step 2: Add Blank Frames

Click "Add Blank" button to add 2 blank photos and then set background color for the blank photos.
flash animated banner tutorial

Step 3: Select a Flash Template

Go to "Template" pannel and select a flash template for the flash animated banner. Here I select "None" theme template and clikc "Template config“ to set Size as 480*80px. Watch More Free Flash Slideshow Templates >>
flash animated banner tutorial

Step 4: Decorate Flash Animated Banner with Transition effects,Texts,Cliparts

First, check the box to disable "Intro and End" because we don't need them for this flash animated banner. Second, click the effect box to select from 70+ transition effects include swift and push effects or press "Del" key to delete it. Drag and drop cliparts to the banner. And then, add some texts for the flash banner. If you would like to add hyperlink,simply right click on the blank photo and select "Photo Link..." .
flash animated banner tutorial

Step 5: Embed Flash Animated Banner to Website

Go to ”Publish“ pannel, set output options such as Size, Flash option, Preloader, Photo option and Loop Style before publish the flash banner. Click "Make SWF/HTML" if you have your own web hosting. If you did not have, you can click "Share Online" button to upload flash animated banner to iPixsoft web server and get the html code. Simply embed this code to your website page, blogspot, wordpress, Myspace blog, etc.
flash animated banner tutorial
Web Hosting/Servers Recommend: myhosting.com

HTML Code(Just a sample):
codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=9.0.0.0" id="Sample" width="640" height="480">

How to Use White Balance in Photography


white balance
Photo captured by Aleksey Yurchenko (Click Image to See More From Aleksey Yurchenko)
Every digital camera has a White Balance or Automatic White Balance (AWB) setting in the camera menu. But how many of us actually use it or even know what it is for? Fortunately, most manufacturers have the Automatic White Balance pre-set in their cameras when they are shipped out. So most consumers are using it even if they are not aware of it.

What is the purpose of White Balance?

Sometimes when we take a picture, the overall color tint of the image might be yellowish, blueish, or something in between. In any case, that overcast tint was not visible when the picture was taken and many times it can ruin a very good image.
The purpose of white balance is to eliminate the discoloration in an image due to certain colors in the scene having more intensity and/or a higher or lower “temperature”.
Thats right…colors in a scene have temperatures. Blue light has a high color temperature and red light has a low color temperature. Don’t look at these temperatures as hot or cold as in when we touch something. Rather, look at it as a measurement of the intensity of the light. The intensity of the light is measured by what is called the Kelvin scale. See the examples below.

Source of Light Color Temperature

  • Tungsten/Incandescent Light 2.500-3,000 K (Kelvin)
  • Clear Day (Mid day outside) 5,000-6,500 K
  • Shade or Heavily overcast day 9,000-10,000 K
These are very approximately values. As you can see, a tungsten light (regular light bulb) has a pretty cool color temperature. Its color temperature is closer to the red side of the color spectrum. If you take a picture with a lightbulb as the only light source, the image will have a slight orange /yellowish tint. (a red tint would be the extreme but the lightbulb temperature is not that cool). On the other hand a picture taken in the shade or on an overcast day might have a slightly bluish tint since the much higher temperature is closer to the other side of the color spectrum.
how to use white balance
"beach huts" captured by Peter Humphrey (Click Image to See More From Peter Humphrey)

What does temperature have to do with White Balance?

When the camera shutter is pressed,, the camera looks for something white in the scene to use as a point of reference. Even if the other colors in the scene are dominating the white, the balance function will try to adjust that white in the scene to the same degree of white that we see it with our eyes. The remaining colors in the scene are then adjusted proportionate to the white. The result should be a pretty neutral tone image with all colors showing as they should.
Automatic white balance works pretty good the majority of time. However, there might be times when it might still produce an image with coloring that is off. An example would be a scene that lacks any white color so there is no point of reference.
Most cameras have white balance setings that can be changed to fit a particular scene. Try using your camera’s built in settings such as fluorescent, cloudy, daylight, or whatever might fit the scene you are about to shoot. These settings may vary from camera to camera, but hopefully you will find a setting that will work for you.
Some cameras will allow you to manually pre set your white balance to suit your needs. Take a look at the tutorial on my website about White Balance for a tip on using a white sheet of paper or neutral gray card to pre-set your white balance.
white balance camera settings
"The Human People" captured by Amy (Click Image to See More From Amy)
In closing, lets say you just want to shoot without having to worry about white balance. If your camera allows you to take images in the raw mode, just use that mode. It is very likely you will have the wrong tint in some of the images, but you can adjust the color later using an image correction application like Photoshop.
So now you know what White Balance is all about.

jueves, 12 de agosto de 2010

How To get from 40 cent to 50$ or 50€

You only have to pick one of the links bellow
  1. http://www.neobux.com/?r=abdalla999b
  2. http://www.captainad.com/user/affiliate?ref=nn5vvjqgtbwu58cd 
  3. Register and thats it

lunes, 9 de agosto de 2010

How to play emulate consoles

Information from wikipedia:




The word emulation refers to:
  • An ambition and effort to equal, excel or surpass another; to compete or rival with some degree of success, especially through imitation.
  • The low-level simulation of equipment or phenomena by artificial means, such as by software modeling. Note that simulation may also allow an abstract high-level model.
In computing
  • Emulator, imitation of behavior of a computer or other electronic system with the help of another type of computer/system
  • Console emulator, a program that allows a computer or modern console to emulate another video game console
  • In-circuit emulator, a program used to emulate the processor in an embedded system, to aid in debugging
  • Hardware emulation, the use of special purpose hardware to emulate the behavior of a yet-to-be-built system, with greater speed than pure software emulation
  • Emulation for Logic Validation, used to emulate hardware in manufacturing automation
In other uses
 So let's start

  1. first go to www.emulatorzone.com NOTICE: don't type theemulatorzone.com unless you want porn
  2. pick the emulator you like
  3. go to www.doperoms.com
  4. download the roms (roms are the compressed games)
  5. install you're emulator
  6. press file->open rom ->(you're rom)

How to get a free animation program for mac or pc

  1. First go to: http://www.pencil-animation.org/index.php?id=Download
  2. then download the latest version.
  3. install it and there that's it you have you're free animation program

0_o

Best thing ever!!!!

Vrooom