Once upon a time I started with pencil and paper. My best efforts are in my gallery, but I moved into the digital realm...
First, I have an undo function.
Second,
I can save what I do and re-use it at my own discretion (it is, after
all, stuff I produced, even a copy of my own material slightly altered).
Humans
as primates are tool-users. What the old and new artists all need to
realize is that the computer is a machine, it is a tool. A paintbrush
is a simple machine: a lever. At its end is a brush, nib, swab, spray,
or other device executing material dynamics upon a frictional surface to
result in a line, a penstroke, a pencil line...
The computer is
another kind of art studio. It can do whatever you want. It cannot
create art on its own. The artist must impose a vision.
3D art has become easier thanks to Poser, Daz Studio, and Adobe Photoshop Extended. The problem is...how do we interpret art?
In
truth, there is a great deal of 3D art on DA. Many people have
produced quality images, although with many I have some technical
issues...however, they're minor. But there's also more material that
debases 3D art as a medium...mainly because too many people think all
you need to do is throw a model together, push a button, and you have
instant art without effort.
NOT TRUE.
Daz3D for example,
in the Daz Studio 4.5 pro system (geez, you can get this for free)
provides the basic Genesis model. This is a universally morphable model
that can produce male and female forms of varying types. Additional
non-human forms require add-ons...this system produces humanoid models.
However, if you buy the Genesis Evolution head and body morphs (yeah,
buy...come on, it's like buying a paintbrush set or an easel...or a
neverending tube of a particular paint color), you can fine-tune a head
to a particular facial structure. If you dig into the software, learn
more of the ins and outs, you can even go beyond that.
Examples:
When I created my fan-art of Tavis Harts for ,
I had to look at a lot of drawn artwork and figure out how to translate
it into a three-dimensional life-like model, or a stylized simulacrum.
I'd had some old stuff kicking around and used a GenX emulator to make
it work with the Genesis system. The head is the hardest part, as it
carries a great deal of the fine detail that makes a character unique.
When
I created my "Awakened Worlds" images, I didn't have the surface maps
or shaders (basically, these are render system add-ons that tell the
computer to make the image look like something else, working pixel by
pixel...you can make something more realistic or more cartoony, whatever
you tell the shader to do) I needed...so I rendered as realistically as
possible, and worked everything together with Photoshop.
If art
was as simple as throwing it together and pushing a button, then
Michaelangelo could have just thrown a few globs of clay together
carelessly and called it "David." But part of art is imposing your will
on the medium and seeing what happens, even with a few mistakes along
the way...sometimes those mistakes can produce inspiration. (The
chocolate chip cookie, for example, originated as an accident...and
became a popular treat.)
It's impossible for me to create an
editorial that explains the whole of 3D art...I barely know the
terminology myself, but I grew up with rendering systems, playing around
with computers since I was very young and learning the ins and outs of
graphics since high school. I had to play around with the system, make
ludicrous paintings and butcher pictures before I got the hang of it.
Even when people said I had an eye for photography, it didn't make me
an expert at creating a picture from scratch.
3D art is part
painting and part photography. You create the environment, but you need
to know how to create it. I can't explain everything, but I can
demystify some things.
First, just like in basic physics...you
need to find your axes. The computer should give you a clue as to where
up/down, forwards/backwards, and left/right are. The concepts of X, Y,
and Z vary from program to program...but they are consistent. X is one
way, Y is another, and Z is another throughout the software. Don't
strain your brain on this, it's part of getting the feel of the program.
Second...terminology.
It might be a pain, and it might seem like I'm insulting your
intelligence, but a few terms can help out a lot. Some of these terms
are quite universal, but sometimes you have to re-orient yourself to a
program...once upon a time, I worked with "lathing" in Strata StudioPro.
When I began learning AutoCAD, I couldn't find a "lathe" command, it
was hidden as REVOLVE.
Model: A model is a 3D representation of a
physical form, anything from a primitive (like a ball or cube) to a
complex humanoid form and beyond. The term can refer to an item in a 3D
construct, or to the construct as a whole.
Solid: A 3D model that defines a physical shape.
Primitive:
the simplest kind of model represented by simple mathematical geometry.
These can range from 2D models (squares, triangles, circles, ellipses,
polygons) to 3d models (pyramids, cubes, spheres, cones, toruses).
Extrusion
or sweep: this is what happens when you take a flat shape and extend it
along a path. Extrusions usually refer to shapes extended along a
straight line, while sweeps (extrude along path) can follow any line up
to the limits of the software. A square can extrude to a cube or
rectangular prism, for example, or a circle can extrude to a cylinder.
Solid
of revolution or lathing: If you've ever seen a tradtional-style wooden
chair leg, you might notice it's decorative bumps and grooves that run
about its circumfrence. That is because the leg started out as a wooden
cylinder that was placed upon a lathe...simply put, a machine which
spun the rod about its axis while the machinist applied tools to it.
The rotation against the tool carved it into shape. In a 3D rendering
program, you create a line in the shape of the profile of the item you
want...maybe a vase, a table leg, or a piston, and define an axis about
which that line rotates to produce that shape. A simple example...if I
take a circle, draw the axis through its center, and tell the computer
"revolve it 360 degrees," I get a sphere. If I take the same circle,
place the axis outside of it, and tell the computer the same thing, I
get a torus (donut).
Wireframe: This is the network of line
segments (edges) and intersections (each one is a vertex, plural
vertices) that defines a model. A wireframe can be manipulated through:
-Edges: these are the individual "wires" making up the wireframe.
-Vertices: the points at which edges converge.
-Faces: Each closed polygon enclosed by edges.
Mesh:
Some computer programs split hairs between meshes and solids...they may
call a pure solid something that's immutable, but a mesh (in my
opinion, a solid with an accessible wireframe) reshapable (3dsmax and
AutoCAD do this, but usually they can inter-convert). Meshes allow you
to fine-tune and tweak an object. Adding edges and vertices allow more
fine shaping, but the more stuff there is, the more complex the object.
The
model can only be made so detailed before it generates errors in the
software or becomes so elaborate that the computer runs out of memory or
processing power trying to maintain changes. Textures not only paint
the surface, but they also generate fine details by giving instructions
to the graphics processor. If you've played Halo...ever noticed how
Master Chief's MJOLNIR suit is so highly detailed yet he can move so
smoothly? The details aren't in the model (which has to update every
frame so he can move), but in the texture mapping. This makes the
details a function of the GPU (painting the stuff on screen) freeing the
CPU up for physics and scripts.
Diffuse maps: this is the image
itself that is applied over the surface of an object. It's basically
the paint on the skin of your figure.
The following maps, though,
are a little trickier to understand. They are (almost) all in
grayscale. Think of it as a scale represented by black (0%) to white
(100%) where each gray shaded pixel represents how much effect is
applied. (Beware: sometimes the software scales black at 100% and white
at 0%, so it takes some practice.)
Displacement: This is a
fine-tuning factor where more displacement pushes the surface outward
further. The graphics system will render fine three-dimensional details
on a surface, treating them as actual physical mini-structures.
Bump: This creates the image of three-dimensionality on a surface...it's great to bring details in while saving render time.
Luminosity:
In 2d artwork, it indicates how bright the pixels are (as in, I have a
mixture of R, G, and B, but I need a brightness factor to make a color).
In 3d artwork, this is a more potent factor...any luminosity above
zero means the region generates light, that is, it becomes a light
source.
Specularity: All things reflect light, that's how we see
things in the first place. But...extra light produces "shininess."
Specularity is how the computer knows how shiny something is. Think of
a car...it's been on the road, it has a thin coat of dust, it's matte.
Now have it washed and detailed...the car looks the same, but it has
shine in most parts. The specularity is increased on the paint, greatly
increased on the chrome, but still low on functional parts like the
windshield wipers.
Gloss: More of a global factor in Daz Studio,
gloss tells the computer how much light to reflect physically. 100%
gloss is practically a mirror (although the computer is not going to
create a mirror unless you have a generic object with 100% gloss in the
model).
For dragon scales, the diffuse map is the scale
picture...the displacement map is a black and white gradient on each
scale (yeah, it's a lot of work, but this will make a more realistic
map), with the bump map filling in the details. The specularity map
will tell the computer where each scale is more shiny and where each
scale is more dull.
The following examples come from my DeviantArt account here.
These images combine photographed environments and 3D rendered elements in a composite.