Introducing 3ds Max 2008 by Dariush Derakhshani

By Dariush Derakhshani

This booklet introduces a few of the easy techniques for operating with 3ds Max. in my view the step-by-step advisor with a few examples is an effective selection for studying all of the various services during this robust application. in case you have already a few adventure with 3D modeling in 3ds Max you are going to probably now not locate a few new info. yet for beginning with this software it used to be a good option for me.

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Because film is an optical format (whereas TV is a raster format), there is no real set defined resolution for film. Suffice it to say, the higher the better. 2048 × 1556 Most studios output CG for film at this resolution, which gives the best size-to-performance ratio. 4094 × 3072 A high resolution for film, used for highly detailed shots. NTSC D1 (National Television System Committee) 1K Academy (1K refers to 1000 pixels across) 2K Academy (2K refers to 2000 pixels across) 4K Academy (4K is 4000 pixels across) Any discussion of resolution must include the matter of aspect ratio.

Bowers, John. Introduction to Two-Dimensional Design: Understanding Form and Function. New York: John Wiley & Sons, 1999. Itten, Johannes. Design and Form: The Basic Course at the Bauhaus and Later. New York: John Wiley & Sons, 1975. , and others. Art Fundamentals: Theory and Practice. New York: McGraw-Hill, 1997. Wong, Wucius. Principles of Form and Design. New York: John Wiley & Sons, 1993. qxd 12/4/07 3:21 PM Page 29 basic 3ds max terms and concepts CG CG has an interesting history and is evolving at breakneck speeds.

In this case, music and live action sound design are pretty similar. Once you combine everything, you assess the sound needs. The one glaring difference between CG and live action sound relates to dialogue. When you shoot live action, you generally capture the sound and dialogue live as you shoot. With CG, all dialogue needs to be recorded and edited at the beginning of the production phase. In other words, dialogue is a part of the CG preproduction and postproduction phases. This is because animators need to hear dialogue spoken so they can animate images to match the lips of the characters speaking (this is known as lip-sync).

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