In-Design is without a doubt the way to go when it comes to prepping print-designs. Books, Magazines, flyers, stationary, you name it-InDesign is a great program for tackling print projects like these. Photoshop has much better layer properties and is much easier to use, also Photoshop makes you use RGB in work. Photoshop is also superior when it comes to the task of 3D Mock-Ups. Multiple page projects are easier in In-Design because there are options to show more than one page at a time. Although in Photoshop you have more control over Images and Text features. In-Design gives you more control over typography. Online you will find more helpful tips on Photoshop than you will for In-Design. In-Design is also easier for New Print Designers. Both of these programs have their pro's and their con's.
This is going to be a step by step way on how to make a simple animation.
Pre Production: The first process in the animation pipeline, and also one of the most important, is pre-production. It begins with the main concepts which are initially turned into a full story, and then, once the story has been finalized, other things such as the script, shot sequence and camera angles are worked on. Make sure to use Story-Boarding, Metal Sheets, Modeling, and Animatics. Production: Now that the storyboard has been approved the project enters the production phase. It's here that the actual work can start, based on the guidelines established during preproduction. Some major parts are layout, modeling, texturing, lighting, rigging and animation. Make sure to use Layout, Modelling, Texturing, Lighting, Rigging and Animation. Post-Production: Post-production is the third and final step in film creation, and it refers to the tasks that must be completed or executed after the filming or shooting ends. These include the editing of raw footage to cut scenes together, inserting transitional effects, working with voice and sound actors and dubbing to name just a few of the many post-production tasks. Make sure to use Composition and Video -Editing. Conclusion: The production pipeline detailed above is broadly common in most studios, however each studio is likely to have a custom pipeline determined by the type of project they are currently undertaking. A 2D production pipeline starts with workbook and goes all the way through final checking, composting and film output, whilst the 3D CGI production process emphasizes the design, modeling and rigging and animation stages. Moreover, animation production is a very coordinated process where different teams of artists work together while utilizing optimum resources and achieving the initial goal in the time available. 3ds Max is known to run much more smoothly and better than Maya. Modeling in Maya can be a bit more complex and tools are alot less forgiving compared to the tools in 3DS max. It would look good on a transcript for certain jobs if you knew how to do both but knowing how to work with Max is honestly much more important in my opinion. If you’re going to get into the architectural visualization like interiors and buildings, 3ds Max really caters to this type of artist, giving you the option of 3ds Max Design which is a favorite program among architects and designers.
To be honest unless you want to be the best of the best I wouldn't learn how to use both because most people just use Max anyways. Maya’s proprietary scripting language MEL is highly customizable, and that is one reason why Maya can be found a lot in the film industry because studios like to be able to create their own set of tools that can help them achieve their job much easier. 3ds Max has been known for its powerful modeling tools, allowing you to create complex 3D models with a very fast workflow and robust modifiers, with the entire poly modeling tools contained in one area of the UI.These are the reasons that each one is better than the other. These three covers to magazines are some of my favorites ever. For one reason of course is that all of the covers are covers for videogames. Videogames are a huge part of my life so of course these are going to be my favorite magazine covers. I chose these covers for lighting reasoning and for the reason that they seem unique and obviously each pinpoint a main object in the middle of the cover. These were my favorite magazine covers that are unique and include lots of good information about the magazine on the cover.
1. Be a good story-teller
2. Good oral and written communication skills 3. Do no want to be robotic non-type person, people skills needed 4. Technical Skills 5. Be Socially Savy 1. Communication
2. Time Management 3. Well- Rounded: Being good at lots of things, graphic design, 3d animation, photography, etc. 4. Managing Relationships 5. Critical Thinking 6. Web design is well talented. 7. TYPOGRAPHY Paula Scher is an american graphic designer,painter, and art educator in design, and the first female principal at Pentagram,which she joined in 1991. Paula Scher looked up what play meant and made a speech to explain to people why you need to gamble to stay in the game. Play equals what we usually think of, kids playing, but it also means gambling, and if you're not gambling with your work, then you're not, as they say, in the game. But being 'serious' about something, says Scher, is very different from being solemn--when you're solemn, that means you're not playing anymore.
On the left you have the new tropicana label. On the right you have the original. The new logo has received alot of hate because it seems like a bland and boring logo that seems like a logo on budget. Fans reacted very negatively to this new logo change. They enjoyed the past label because the picture of the straw in the orange made it seem like you were going to get the fresh taste of the orange. This made it seem like the past label showed customers that their project is more fresh.
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