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Introduction
Ted Boardman tedb@tbmax.com
http://www.tbmax.com
Allow me to introduce myself
I'd first
like to thank Jeff Mottle for making space available on CGarchitect
for what I hope to be a monthly column for Autodesk VIZ and Discreet
3ds max related topics. CGarchitect is one of the first websites
I visit each day when I'm in my office to find good information
related directly to visualization in the architectural field.
I'll
start by introducing myself to you who don't already know me. I
live and work out of Portsmouth, New Hampshire, USA, a very small
city on the very short coast of NH, about 60 mi north of Boston.
I have traveled and worked extensively in Europe and Asia over the
years and now focus training users of VIZ and max.
My work
background is basically in architecture, as a draftsman early on,
and with my own design business for about 18 years that designed
and hand built post and beam frames. I have designed about 570 structures
all around the US and built probably 120 of those for traditional
and contemporary residences and light commercial buildings.
This
business led me into Autocad version 1.4 (yes that's one point four),
through AutoShade, Animator, and finally into 3D Studio DOS and
3ds max and VIZ. I had been training AutoCAD users in the mid 80's
at New England colleges and continued my training in with max and
VIZ. About 6 years ago I switched my business to 100% training.
I am
one of a dozen Discreet Authorized Training Specialists for max
and have co-authored a number of books with New Riders publishing.
You can find more of that information on my website. I also know
a number of you from my sessions on VIZ each year at Autodesk University.
OK,
so get on with it
I would
like to use this space to cover topics and issues about visualization
that I come across in my travels. I will be focusing on VIZ and
max topics, mostly because I simply don't have the brain capacity
to learn other complex software, and because they are commonly used
in the architectural community.
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subject matter will vary widely, but will not stray to far from
topics that I feel are important to the vast majority of users.
In my travels I find that there are several areas that VIZ and
max users either don't know about or don't realize the potential
in day to day production. I get the most satisfaction by helping
you, the user, get 80% of your work done as quickly as possible
to allow you the extra time that it takes to tweak an image
or presentation into a stunning work of art. That tweaking process
can't really be taught, but like another other art form, must
come from the users sensibilities and understanding of what
makes traditional art "good" and how to adapt it to
the new technology |
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Figure 1: Modeled in about 7 hours from a photo
- American Brewery, N.Baltimore, MD |
I
won't be covering much about AutoCAD or ADT topics, again primarily
because I don't use those packages, and don't have the expertise
to lead you in the right direction. Now before you throw up your
hands and go to your favorite movie star website, let me clarify
that even if AutoCAD or ADT is your primary modeling tool, the more
you know about how VIZ and max work the more options you will have
to make your workflow more productive and enjoyable. There are things
you can do in VIZ and max that are just plain impractical or impossible
to do in cad. The opposite is also true, of course, but I'll presume
you are already a cad expert and go from there.
Often
I'll be talking about Autodesk VIZ and Discreet max as if they were
one program. And for many training purposes they are one in the
same. The underlying code is the same and now, with the release
of VIZ 4, the menus are very similar. The fundamental production
issues, which not necessarily "basic" topics by the way,
are very similar for both programs. While VIZ and max may leapfrog
each other in capabilities with each new release, many offices use
either package or a few offices may use both and there is enough
commonality to make general methods and techniques useful.
For
example
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As
I mentioned earlier, the intent of most of my training and
of this column is to enable you to get the bulk of your work
done quickly to allow time for materials and lighting tweaks
that can make the difference between a good rendering and
a very good rendering.
What
happens more often than not is that 90% of the project time
and money is spent on modeling the perfect model. That leaves
10% for materials, lights, and, heaven forbid, animation.
This remaining time is further compressed by long render times.
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Figure 2: Modeled in about 4 hours from photo
- Bastille Opera, Paris
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There
are two things that I stress over and over to my clients; only render
what you can see and only put in as much detail as you need to get
the quality you need based on distance from the objects and render
resolution. If detail is smaller than a screen pixel or printed
image pixel then it is a waste of computer resources. In these columns
I'll cover some VIZ and max modeling techniques that allow you very
good control over adjusting the detail of models on the fly. Add
detail when you need it, reduce the detail when you don't.
I keep
hearing the argument that it really doesn't matter how long it takes
to render because we render over night anyway. I don't buy that
argument at all. If it is relatively simple to learn how to optimize
your scenes and cut the render time significantly why would anyone
want to waste the time, just for the heck of it? Test renders will
be faster, you will add significantly to the effective useful life
of your hardware, and you will be able to do efficient animation
when the day comes. Develop bad work habits now and they will haunt
you your entire career.
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Figure 3: 30 minute class exercise - tire tread
is Bricks map in the Bump slot
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We'll
look at the process of simulated geometry using Bump and Opacity
maps, for example, that will allow you to create the illusion
of complex geometry with materials mapped to flat surfaces.
For instance, standing seam metal roofing or clapboard siding
can be done in many situations with maps instead of physical
models.
We can investigate methods of creating convincing custom doors
and windows with simple or complex trim that are easy to modify
and to change materials. Modeling road and walkways that can
be edited may be another topic of interest that we can investigate.
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Use of
some of the modifiers that you may not have delved into yet, such
as Lattice, Bevel Profile, and FFD modifiers can increase productivity
and allow you to quickly create object that would otherwise take
hours to model is an interesting topic that we can spend some time
on.
Lofting
in VIZ and max is a modeling technique that has no equal in most
cad software. There are a few simple concepts that, once understood,
can open a whole new approach to flexible and efficient modeling.
Max 4
and VIZ 4 new Polygon editing capabilities open some interesting
options for quickly modeling coffered ceilings and other honeycomb
structures that would be very difficult to accomplish with standard
triangular mesh modeling. Some of the features of edge and vertex
sub-object editing that architectural users tend to ignore, generally
for lack of available time, would be worth exploring. Once you know
a tool or function is available you may well come up with some very
useful techniques after just a little experimentation..
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In
the area of materials we could spend years exploring options.
Topics I'll stress are investigating and using Specular Highlights
to add sparkle to your scenes, placing and tiling images for
convincing mapping, using some of the map types like Falloff
that are very powerful but not intuitive at first glance.
In
lighting, the topics will probably be heavily weighted toward
the new Radiosity renderer in VIZ 4. These topics will, of
course, not pertain to max 4 or VIZ 3, but they may be of
interest if you are using one of the available third party
render engines.
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Figure 4: Radiosity lighting exercise
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In the
area of animation, I will go on my usual tirade of how terrible
architectural walk-throughs are as a general presentation tool.
Many walk-throughs I've seen are more like someone has put me in
a shopping cart and is running through the building, steering with
my ears. Not a pleasant ride at all. I'll discuss techniques to
get easy control over the velocity of a camera when you do have
to move it through a scene. I'll also discuss cinematic techniques
that could make it easier for you in production without diminishing
the content or message and would make veiwing more enjoyable for
the viewer.
In
Summary
I'll also be open to suggestions on topics you might like to have
addressed. No guarantees that I will know anything about the topic,
but that won't stop me from having an opinion.
Bear
with me if you've heard it all before and keep an open mind. Much
of the content will be pure opinion and much will be methods and
techniques that I find useful in my training sessions around the
country. Pick through the information and use what you can, rejecting
or filing away the rest. Think of it as Martha Stewart for the visualization
community!
Visualizations
and presentations are here to stay and, much like the early days
of cad, it is through the sharing of ideas and experiences within
the community that we will be able to learn and expand our experiences.
For the most part, VIZ and max users from around the world are more
than willing to trade tips and tricks that will benefit us all.
I'd like to this space to promote that interaction.
Good
luck and have fun.
Ted
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