Tuesday 24 September 2013

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PHTOSHOP CC (CREATIVE CLOUDS)

Here we discussed how to master digital photography and apply the hottest and most cutting-edge Photoshop techniques with new CC (Creative Cloud) Feature.
According to the session, participants will learn how to control the viewer’s experience by directing the viewer’s eye through by adjusting tone, color, and sharpness.  Other topics include learning how to produce images that would be impossible in a traditional darkroom, such as, how to slow down water without slow shutter speeds, reduce or eliminate environmental mist, changing background colors by filtering the subject’s light, creative light painting and streak photos with a difference, shooting techniques that ensure accurate color and skin tones, how to combine two less-than-ideal shots to produce an acceptable result, hand-held extreme panoramas, a two-shot process for making flash look natural, simulating sunrise or sunset light, and more.
In this seminar we discuss the new feature of PHOTOSHOP CC, it has great features and tools to create those jaw-dropping effects you’re looking for. You just need to learn how to use them.
Photoshop  CC (Creative Cloud ) New Feature

Rich textures, crisp edges, and distinct details. All-new Smart Sharpen is the most advanced sharpening technology available today. It analyzes images to maximize clarity and minimize noise and halos, and it lets you fine-tune for high-quality, natural-looking results.

Intelligent up sampling
Enlarge a low-res image so it looks great in print, or start with a larger image and blow it up to poster or billboard size. New up sampling  preserves detail and sharpness without introducing noise.

Editable rounded rectangles
One of your most requested features is here. Now you can resize shapes, edit them, and re-edit them — before or after they're created. Even edit individual corner radiuses in rounded rectangles. If a shape is bound for the web, export CSS data from the file to save time.

Camera Shake Reduction
Save shots you thought were lost due to camera motion. Whether your blur was caused by slow shutter speed or a long focal length, Camera Shake Reduction analyzes its trajectory and helps restore sharpness.

Expanded Smart Object support
Apply Blur Gallery and liquify effects nondestructively thanks to Smart Object support. Your original file stays intact as you add blur effects or push, pull, pucker, or bloat the image or video. Edit or remove the effects at any time — even after saving your file.

Multi-shape and path selection
Get more done in fewer clicks by selecting multiple paths, shapes, and vector masks at once. Even in multilayered documents with lots of paths, you can easily target the path (and any layer) you want right on canvas using a new filter mode.
  
 Improved 3D painting
Live previews are now up to 100x faster and more responsive when you paint on 3D objects and texture maps. With the powerful Photoshop painting engine, you can make any 3D model look terrific.
  
Improved type styles
You spend hours getting text to look just right. Type styles let you save your formatting as a preset that you can then apply with just a click. You can even define type styles to use across all your Photoshop documents.

Copying of CSS attributes

When you hand-code a web design, you can't always get elements like rounded corners and colors to match your original. Now, let Photoshop generate CSS code for specific design elements, and simply copy and paste the code into your web editor to get the results you want.
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POLYPAINTING

We want to share what is the importance of ZBrush software in Gaming and Production Studio.
Basically Zbrush is use for High resolution Modeling & Texturing. It is not possible to creat a photo
Realistic model  in 3DS Max or Maya without using ZBrush. In Zbrush, basic method  of Texturing
is Polypaint .

POLYPAINTING allows painting on a model's surface without first assigning a texture map. A texture map can be created at a later time, and the painted surface can be transferred to the map. Polypainting offers significant advantages compared to standard workflow.
The resolution of the texture map need not be decided in advance. This is particularly valuable if you find you need more detailing on an area than you thought you would. Instead of repainting a new, larger texture map, you can simply transfer the existing surface painting to a new, larger map, with no rework necessary.
Now it’s time to paint your model a little bit! For this step we will use PolyPainting,
which consists of painting the model’s points with color, filling the polygons between
them. The resolution of your painting will depend upon the resolution of your model. If
you have few polygons, you will have a low-resolution painting. Consider adding some
extra levels of subdivision to your model but take care to not add more levels than
necessary!

First, make sure that Draw >> Rgb is active. This tells ZBrush that you will be
painting with color, as opposed to material or color plus material. Select the body SubTool, go to the color square on the left shelf (or use one of the color selectors in the
Color Palette) and choose a base color. Then in the Color palette, click the “Fill Object”
button. This will fill all the polygons of your model with your selected base color. Your
model is now ready for PolyPainting

Pick the Standard brush (B,S,T) to start painting but first, look at the top shelf
above the canvas: you should see that Zadd is enabled. Zadd means that the brush
will sculpt, which is not what you want right now so click it to disable it. Rgb is already
active, which is what you need to paint color.

Go back to the color picker and choose a color to paint some variations or details.
But before drawing on the model, check the different settings available on the top shelf:
• The Draw Size of your brush.
• The Focal Shift of your brush, which will define how sharp or soft the stroke’s
border is.
• The Rgb Intensity which will define the opacity of your color.
This is the basic process  of starting Polypaint in ZBrush.

Thank you.

Tuesday 3 September 2013

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SSS ( Subsurface scattering)

In the Subsurface Scattering session, Learn to render realistic shading of character. In this session, Shavikant walks you through his process, providing the viewer with a greater understanding of how to realistic sss shading, maps & passes for production. Subsurface scattering is light passing through and diffusing within a thin translucent material. Human skin is an example of such a material as it is made up of many thin translucent layers. A Subsurface Scattering material is ideal for re-creating skin in 3D computer graphics and is why the Mantal Ray Subsurface Scattering  Fast Skin shader was specifically created. Subsurface scattering (or SSS) is a mechanism of light transport in which light penetrates the surface of a translucent object, is scattered by interacting with the material, and exits the surface at a different point. The light will generally penetrate the surface and be reflected a number of times at irregular angles inside the material, before passing back out of the material at an angle other than the angle it would have if it had been reflected directly off the surface. Subsurface scattering is important in 3D computer graphics, being necessary for the realistic rendering of materials such as marble, skin, and milk.
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Fluid

In the Fluid Session, Learn to render realistic bodies of water with Maya. In this session, Shavikant walks you through his process, providing the viewer with a greater understanding of how to set up dynamic fluid simulations for production shot assets & shows how to work with the Fluid node attributes, control the simulation quality, make collisions that mimic surface wake or waves, float objects, and improve the realism of your scenes with lighting, shading ,hdri map and reflectivity.
Level of Detail (LOD)
In the LOD session, Shavikant have discussed Level of detail is a general design term for video game landscapes in which closer objects are rendered with more polygons than objects that are farther away. Generally speaking, the level of detail is dictated by the game's system requirements. Given the power of modern processors, very little degradation in the level of detail is noticeable anymore. Put too much on screen at the same time and the game can grind to a halt. This is where level of detail (LOD) models can help. By switching to lower-resolution models as the character or object moves away from the camera, you can lighten the overall polygon count on the screen without sacrificing visual quality. In this session, Shavikant Chauhan shows you how to get the best out of LOD models while keeping quality high and the frame rate solid.The total number of polygons in the lower LODs must not be greater than the polygon count of the highest LOD. For example, if you’re using four LODs and your most detailed model has a total of 5,000 polygons, the next LOD down should be around 3,000, the model after that would be 1,500, and the last one would be 500. If you have more than four LODs, the limits would have to be adjusted.
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