I've been asked to make a tutorial to show how to render Wireframes. Decided I'd just whack it up here for anyone to see. Alan initially showed me this technique, so credits go to him.
I smell a Wireframe tutorial being added to my list of things to include this year. I'm planning a 'rendering for demo reels' class.
Jon - If you ever feel like making content for the course either .PDF or Video let me know. I often answer a bespoke question with a personal demo which doesn't always make it to everyone - for obvious reasons. It would be great to see some graduates adding their 'tips and tricks' too.
Well, that's a very good question. Sometimes what we need isn't obvious too us. For example, say you made a really good 'Velvet Shader' or you found a good way to model a complex shape - Generally these are the kinds of discoveries that are born out of circumstance. Think 'www.creativecrash.com' and all the shaders sitting online. It’s nice that people post them but often with no explanation of how or why. Bet you’ve cursed at the screen when a download didn’t work and you had no clue as to why they had chosen to do it that way in the first place or was able to fix it - right?
Furthermore, most classes are designed to cover the subject as an over-arching principle - How to model with polygons for example. The real discovery and exploration happens after the class is over and you really start to get to the meat of the problem by working and solving problems.
So it would be great to hear from you as to what you have found in terms of problems and how you solved them? Take your Medusa for example, what worked and what didn't? Was there one aspect that you could do an 'expose' on? Think back to your first year - Would you have liked someone to explain how they did something really simple rather than staring blankly at loads of internet tutorials on Photo-realistic frogs?
A tutorial is what you make it. I can give you suggestions of course but I would love to hear from you (and all graduates) as to what you think students should know beyond what you get from 99% of classes. Perhaps there’s a way we could do a submission (pitch or suggestion) and agree a purchase.
Fully understand Alan. Sounds great actually. Would love to cover some modelling stuff, plus modelling efficiency in general would be fun. Mainly topology and figuring the principles and what not out.
Additional - Appropriate length is also a key point to think about. A one page tutorial can be ten times more useful than a three hour lecture. Sometimes individual one page tutorials can be collated into a longer 'how to' or 'tips and tricks' documents / movies etc.
I smell a Wireframe tutorial being added to my list of things to include this year. I'm planning a 'rendering for demo reels' class.
ReplyDeleteJon - If you ever feel like making content for the course either .PDF or Video let me know. I often answer a bespoke question with a personal demo which doesn't always make it to everyone - for obvious reasons. It would be great to see some graduates adding their 'tips and tricks' too.
Ohhh, yes I might be interested in doing that Alan.
ReplyDeleteJust let me know what you need?
Well, that's a very good question. Sometimes what we need isn't obvious too us. For example, say you made a really good 'Velvet Shader' or you found a good way to model a complex shape - Generally these are the kinds of discoveries that are born out of circumstance. Think 'www.creativecrash.com' and all the shaders sitting online. It’s nice that people post them but often with no explanation of how or why. Bet you’ve cursed at the screen when a download didn’t work and you had no clue as to why they had chosen to do it that way in the first place or was able to fix it - right?
ReplyDeleteFurthermore, most classes are designed to cover the subject as an over-arching principle - How to model with polygons for example. The real discovery and exploration happens after the class is over and you really start to get to the meat of the problem by working and solving problems.
So it would be great to hear from you as to what you have found in terms of problems and how you solved them? Take your Medusa for example, what worked and what didn't? Was there one aspect that you could do an 'expose' on? Think back to your first year - Would you have liked someone to explain how they did something really simple rather than staring blankly at loads of internet tutorials on Photo-realistic frogs?
A tutorial is what you make it. I can give you suggestions of course but I would love to hear from you (and all graduates) as to what you think students should know beyond what you get from 99% of classes. Perhaps there’s a way we could do a submission (pitch or suggestion) and agree a purchase.
Fully understand Alan.
ReplyDeleteSounds great actually. Would love to cover some modelling stuff, plus modelling efficiency in general would be fun. Mainly topology and figuring the principles and what not out.
Additional - Appropriate length is also a key point to think about. A one page tutorial can be ten times more useful than a three hour lecture. Sometimes individual one page tutorials can be collated into a longer 'how to' or 'tips and tricks' documents / movies etc.
ReplyDelete