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3D Creation

The use of 3D creation and animation is an increasing trend in design, movies and videos.
At this site we share excellent works, learning tools, tutorials and downloads. We can help
you get started in the field of 3D creation and animation or to continue your creations in
this field. This site will help you get started to make movies or intro videos, or to help
you with your movie production products. In most cases the downloads will be free and we
only ask that you name our site in the credits. This will help you please your clients or
just please yourself and Youtube fans.

In the process of making 3D creations in general 3D modelers allow users to create and alter
models by using a 3D mesh. Users can add, subtract, stretch and otherwise change the mesh to
their desire. Models can be viewed from a variety of angles, in many cases simultaneously as
with 3Ds Max. Models can be rotated and the view can be zoomed in and out to help the process.
3D modelers can export their models to files as .obj files, which can then be imported into
other applications, as long as the metadata is compatible. Many modelers allow importer and
exporter of these files and you can improve your program with 3rd party plug-in improvements,
and then also they can read and write data in the native formats of other programs. Most 3D
modeling programs contain a number of related features, such as ray tracers and other rendering
alternatives and texture mapping facilities. Some also contain features that support or allow
animation of models. Some may be able to generate full-motion video of a series of rendered
scenes (i.e. animation).

There are many different ways to complete the 3d creation process, depending on your time
constraints and output format. Generally speaking, this is the procedure most designers follow:

1) Find references. These can be Photos, artwork, sound, video, etc...

2) Sketching. Have a sketchbook to use for this.

3) Testing. Here test different techniques and model a simple model of it

4) Modeling. This is where you make a detailed model, usually by sculpting it in a 3D program.

5) Material groups. While you model, you can make material groups and temporary materials.
   Sometimes you may wish to do some test animation here.

6) Texturing. This is when you can make texture maps in a 2D program like Photoshop.
              Texture mapping is a method for adding detail, surface texture to give more depth,
              or color to a computer-generated graphic or 3D model, to produce a visual result
              that seems to have more richness than could otherwise be achieved (with a limited
              number of polygons).
   UV mapping. You can make materials before and after you UV map. A UV map is the 3D
              modeling process of making a 2D image representation of a 3D model. As a globe map.
   Lighting. You can also test different lights as you make materials.
   Rendering. You can do lots of test renders as you make materials. 3D rendering is the 3D
              computer graphics process of automatically converting 3D wire frame models into 2D
              images with 3D photorealistic effects.
   Modeling. You can also tweak the model to work better with the materials

7) Lighting. This is when you can light the scene.
   Texturing. You can also adjust textures while lighting.
   Materials. You can also adjust materials while lighting.
   Rendering. You can also adjust render settings while lighting to see how they look.

8) Rendering. You can fine tune the render settings.

9) Animation. This is where you can do all the animation process.

10) FX. Here you can do particles, fluids, simulations, etc...

11) Final Render

12) Editing

13) Compositing

14) Sound Effects, and music

15) Mastering, putting it all together

16) Output

As you can see, this is loose structure. You can do this to speed up your process. Every project is
different so you can re-order the steps so you can become more efficient. In reality, things like
editing actually happen during the process using animatics (a preliminary form of a television
commercial or movie consisting of a series of drawings or testing with a voice-over, prepared chiefly
for testing and concepts). This way when you get to the rendering part you know exactly how many
frames to render and where the cuts go. There will also be a lot of tweaking the whole way through.

When working in a team, it's usually much more ridged and many of the items can be happening
at the same time:

1) Research/Concept artwork
2) Testing
3) Modeling
4) Texturing
5) Materials
6) Lighting
7) Animation
8) Simulations
9) Rendering
10) Editing
11) Compositing
12) Sound Effects
13) Mastering
14) Output

The best way on your own is to try some different things and see what works with your specific
projects. You can for example cut the video to fit the music or make the music to fit the video,
if you have the option to change the music at will (as you are the producer of the music). It
actually does not matter as long as your finished product comes out looking good (but usually
you cut the video to the music to keep it on beat, that is important for making a good
environment for the footage, a squeek in the right place adds depth, in the wrong place it
is silly).