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CHAPTER 4 by Mind Map: CHAPTER 4

1. 3-D DRAWING

1.1. 3-D ANIMATION TOOLS

1.1.1. Daz3D

1.1.2. Form*Z

1.1.3. NewTek`s Lightwave

1.1.4. Autodesk`s Maya

1.1.5. Trimble`s SketchUp

1.2. 3-D APPLICATION

1.2.1. MODELING

1.2.1.1. PLACING ALL THE ELEMENT INTO 3-D

1.2.2. EXTRUSION

1.2.2.1. EXTEND SOME DISTANCE FROM SURFACE

1.2.3. LATHING

1.2.3.1. SHAPE IS ROTATE AROUND A DEFINED AXIS

2. RENDERING

2.1. USE OF INTRICATE ALGORITHMS TO APPLY USER-SPECIFIED AFFECTS

2.2. TAKES MANY HOUR FOR A SINGLE IMAGE

3. COLORS AND PALETTES

3.1. ADDITIVE COLOR

3.1.1. 3 PRIMARY COLOR ~ RED,GREEN, BLUE (RGB)

3.1.2. TV AND COMPUTER MONITORS USE THIS METHOD

3.2. SUBTRACTIVE COLOR

3.2.1. CREATE BY COMBINING COLORED MEDIA

3.2.2. PROCESS USE TO CREATE COLOR IN PRINTING

3.2.3. CONSIST TINY HALFTONE DOTS OF 3 PRIMARY COLOR ~ CYAN,MAGENTA,YELLOW (CMY)

4. IMAGE FILE TYPE

4.1. MACINTOSH FORMATS

4.1.1. MOST COMMONLY USED FORMAT IS PICT

4.1.2. PICT IS A VERSATILE FORMAT DEVELOPED BY APPLE

4.2. WINDOWS FORMATS

4.2.1. MOST COMMONLY USED FORMAT IS DIB , ALSO KNOWN AS BMP

4.3. CROSS-PLATFORM FORMATS

4.3.1. JPEG

4.3.1.1. SUPPORT MAX. OF 16.7MILLION COLORS

4.3.1.2. NO TRANSPARENCY

4.3.1.3. NO ANIMATION

4.3.2. GIF

4.3.2.1. 8-BIT PER PIXEL

4.3.2.2. IMAGE CAN HAVE TRANSPARENT PORTION

4.3.2.3. ANIMATION POSSIBLE

4.3.3. PNG

4.3.3.1. SUPPORT MORE THAN 16.7MILLION COLORS

4.3.3.2. IMAGE CAN HAVE TRANSPARENT PORTION

4.3.3.3. NO ANIMTION

5. BEFORE YOU START TO CREATE

5.1. PLAN YOUR APPROACH

5.1.1. MAKE A FLOWCHART AND STORYBOARD

5.2. ORGANIZE THE AVAILABLE TOOLS

5.2.1. AUTHORING SYSTEM PROVIDE THE TOOLS

5.3. CONFIGURE COMPUTER WORKSPACE

5.3.1. HAVE MULTIPLE MONITORS

6. MAKING STILL IMAGES

6.1. BITMAPS (RASTER)

6.1.1. CAN SUPPORT REALISTIC

6.1.2. CALLED PAINTING PROGRAM

6.1.3. ADVANTAGE

6.1.3.1. CAN HAVE DIFFERENT TEXTURES ON DRAWINGS

6.1.3.2. DETAILED AND COMPREHENSIVE

6.1.4. DISAVENTAGE

6.1.4.1. LARGE FILE SIZE

6.1.4.2. NOT EASY TO MAKE MODIFICATION

6.1.4.3. RESIZING A BITMAPPED IMAGE REQUIRES EITHER DUPLICATING PIXELS

6.1.4.4. GRAPHICS BECOME "BLOCKY" WHEN SIZE INCREASE

6.2. VECTOR-DRAWN GRAPHICS

6.2.1. REMAIN THE SAME

6.2.2. CALLED DRAWING PROGRAM

6.2.3. APPLICATION OF VECTOR-DRAWN OBJECT

6.2.4. HOW IT`S WORK

6.2.4.1. A LINE THAT DESCRIBES BY LOCATION OF ITS 2 ENDPOINT

6.2.4.2. MAKES USE OF CARTESIAN

6.2.4.3. CARTESIAN COORDINATES = NUMBERS THAT DESCRIBE A POINT IN 2 OR 3 DIMENSIONAL SPACE

6.2.5. ADVANTAGE

6.2.5.1. USE LESS MEMORY SPACE

6.2.5.2. PLUG-INS DOWNLOAD AND USED FOR ANIMATION FASTER THAN BITMAPS

6.2.5.3. EASY TO EDIT THE DRAWING

6.2.6. DISADVANTAGE

6.2.6.1. OBJECT / DRAWINGS CANNOT HAVE TEXTURE

6.2.6.2. CANNOT BE USED FOR PHOTOREALISTIC IMAGES

7. WHAT IS TEXTURE ?

7.1. PROPERTIES HELD AND SENSATIONS CAUSED BY THE EXTERNAL SURFACE OF OBJECTS

7.2. THE FEEL OF A SURFACE OR A FABRIC