So Some weeks ago I had a lucky day. It happened so that I clicked on one of these “your ip address is a lucky 100000 visitor, come and get your free i phone” adds. Ok, it was not so. I commented on a blog I tend to read from time to time. And guess what happened? I got a reply saying that u are 1000th commenter on my blog and I want to give you a present. Ill buy u a book at amazon or something like that. And I did chose a magazine.
And guess what? Here I am holding a package from Berlin! A lucky day, isn’t it? Well, everything comes with a price, I also received this small note:
The language in this note is hard to understand, its not German or English – its “handwriting” Do u know it? :)
Well it says, when I will have a 1000th comment on my blog I should send similar gift to a commenter, just the way I got my present. Now I wouldn’t consider my self a blogger. The reason is that I don’t read a lot of blogs, and this blog is more of a tool to talk about 3d and cg. So I guess what I am trying to say is, I am not sure if this is a popular trend among bloggers, or has “Aidenium” thought of this himself, But, I think this gift giving is a cool idea.
So hereby I promise to all bloggers and readers that my 1000th cometer will receive a similar prize. Now to tell u the truth it will not happen very soon while I have only 88 comments now :) But its a nice idea that counts right?
Ok. sins this blog is not exactly about my personal life, I will try to bend this post towards this blogs topic, that is 3d. And here it is a magazine I am reading for couple of years now. Why do I love it so much? well to tell you the truth I love it more then 3d world. why? well this is only my personal opinion.
3d world cover
But… I find 3d world to be more of a collection of very nice images and interviews of people who do them. And these interviews are more of a personal style, well like, what inspired you to create this art peace? what games and books do u like to read? That all is definitely very interesting, but I find it lacks depth. Its more a casual read with inspiring pictures, wile digital production is much harder to read.
digital production, The magazine
Its much more technical. And as such more interesting. Ok this statement probably is not fair. Its probably like comparing apples and oranges. But if I can have only one magazine (its expensive to buy and ship magazines for me) and big fat “Digital Production” costs you 14 euros while thin “3dWorld” costs you about 6 pounds if remember it correctly. Digital Production is 130 pages. Now I don’t have a copy of 3d world, anyone knows how many pages are there? Again one could say that this is not fair to count pages, while “digital production” covers not only 3d. And this is true. But I think a 3d artist should know whats going on in compoziting world and 3d cinema and so on… So judge it for yourself, what you like better. Oh and one small thing….. “Digital Production” is all in German….except for some titles :) forgot to mention that, so take out your fat German dictionary and lets read it :) Here I will post some images I grabbed from the latest issue, and tell me if u find something similar in 3dworl.
different images from articles posted in digital production
By the way whats your favorite 3d related magazine? And of course, dear blogger, what do you think of 1000th comment idea?
One proposal would be very simple.
It would be to enhance existing uvw map modifier by adding ability to apply uv
mapping not for a single mesh, but to each element of the mesh.
I know its possible to achieve same result by selecting each element in mesh edit or poly edit mode
detach these elements from single mesh, and as a result, to have lots of objects to which u can individually apply uvw map modifier.
but in some cases, when u have a complex mesh, which consists of lots of elements, that could be very time
consuming work. These complex meshes are often result of importing geometry from other 3d applications.
So the idea is to apply, say a spherical or box or whatever type of uv projection method to each separate mesh element without a need to divide mesh and detach parts of it.
Now if we have a complex model, say a tree, or dono, anything actually, and we are not planing to have perfect uv’s by pelt mapping or selecting separate polygons and applying separate planar maps to parts of a mesh, we would want to have some simple method to get uv coordinates fast, and semi accurate. in current situation we can simply apply uv map modifier to whole object,
and expect that box or cylindrical map projection will do fine. and in some cases it does.
say model is far away from camera, and we have no time to produce good uv coordinates. But imagine we would have some middle quality solution. that is something between creating precise uv maps for separate polygon selections, or having to use pelt mapping, and between simply applying say cylindrical projection
to a whole mesh.
I propose to have an ability in a uvw map modifier to have a “per element” button which would apply
selected map projection method not to whole object but to each separate mesh element.
and also we would have an ability to manipulate (scale, rotate, move) uv projections within a single interface for each single element in one mesh,
at the same time without a need to apply hundreds, or be it tens of mesh select modifiers, and uv map modifiers, and struggling and getting lost in huge modifier stack.
lets look at the images below.
1. cylindrical map projection applied to a single mesh.
2. lots of uvw map and polygon select modifiers to achieve accurate projections for whole model.
3. proposed projection per Element mode
4. same, but with floating toolbox for selecting each element and having ability to apply different (cylindrical, box, etc.) projection modes.
Some additional thoughts.
Why do we think only about elements of mesh, can we use mat id’s for same porpoise? can we
apply separate uvw projection methods for mat id’s also? That could come in hand too..?
Next question would be, can we use both mat ID’s and Mesh elements? Or is there an easy and fast (one button solution) way to convert separate mesh elements to mat ID’s. Or can we easily convert Mat ID’s to mesh elements? And if we where to write such tool, where would we place it?
Should it be a part of edit poly modifier? edit mesh? or uvw modifier?