Tuesday, May 28, 2013

Guest Blogger | Brande H, on 3D modeling, and her experience with Blender


I'm not exactly an expert when it comes to 3D modeling; my personal focus is more towards traditional illustrations and graphics. Brande H has much more experience with these things, so I've asked her to help write a blog entry concerning her experience with the free 3D modeling program Blender. She also runs her own blog detailing the specifics of learning 3D modeling.

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My experience with an older version of Blender, 2.3 to be exact, was easy for me. I never worked with a 3D software before so for me, this was an exciting time to learn. Plus I was inspired to look into Blender after I saw the animated shorts and Elephants Dream (http://www.youtube.com/watch?v=eFQxRd0isAQ&feature=player_embedded) was such awe-inspiring to see created from a free to use software. Granted I was not a professional, I thought it was done quite well. At first when I started the program, everything looked intimidating because there were so many buttons and I did not understand what all parts of the interface did. However, I was determined to learn and figure out how to create something in this software. I didn't even understand any of the words or buttons found on the panels, such as subdivide. I learned about shortcut keys and what the mouse allowed me to do through a mix of experimentation and using the Blender website. I picked up on the basic camera view hotkeys instantly, which were on the num-pad, and a few of the simple shortcut keys, such as extrusion which was the E-key, to create polygonal models. I then shortly began understanding what certain words meant and what they did, like vertices were points and edges were lines and faces were the filled in grey spots between edges. I remember I googled up some tutorials on creating a 3D model of a human face. At that time, there were not quite a lot of tutorials for blender, so I took tutorials for Maya and converted the actions to work with Blender. It took me about one week with two to three hours per day working on this finished piece of work, my 3D model female head (http://coolacu.deviantart.com/art/3d-Model-Head-66156144?q=gallery%3Acoolacu%2F5996563&qo=34). I am quite proud of it. I planned on modeling a female body, and began doing a roughly created model. The body did not look that great, so I began looking up tutorials or tips on how other people created their human bodies. Then life issues arose halfway through my project and I have not touched Blender since.
Recently, however, Sintel (http://www.youtube.com/watch?v=eRsGyueVLvQ) was released in 2010 and I fell in love all over again with Blender. I was excited to see just how much the program has changed on what it could accomplish. It inspired me to want to do my own projects. I started reading up on the Blender website and there was talk on a completely new Blender being launched in 2011 that dealt with a new interface change among other features. In 2013, I picked up the software again and was shocked at how much of a change they created to the free software. It appeared less intimidating and had almost a similar look to Maya in my opinion. Now the user can customize layouts to their own desire and save them for future usages. There is even a Maya preset option when the program is launched. Of course, due to the changes, I felt like I had to relearn the program all over again to some degree. There were still common shortcut keys like the num-pad numbers dealing with camera views. There were other changes though, such as using subdivide is done in a different way now than what it was in the older version I was use to. I feel like this software is a lot more user friendly to newer users than what it use to be. Yeah, the interface and shortcuts may appear intimidating at first, but every program will have that feeling. It just takes time and dedication to learn something in order to feel comfortable using it. Granted Blender may not be for everyone, it is definitely something everyone should at least try. I personally think it is a pioneering software that is not given enough credit to. Plus there are so many tutorials now from how to work with the interface, to how to create a model, to how to animate, etc. It is so much more easier to learn Blender today, than what it was five years ago. I am actually using Blender for my projects and I plan on posting all my projects for others to see in hopes that others will find the software interesting enough to try out. Please take a look at this amazing software and give it a chance to shine. There is so much it can do if given the chance.

Friday, May 10, 2013

The East and the West? Pixiv and deviantART?

The focus of the creative industries between the eastern and the western cultures are almost polar opposites; the western creative industry places high emphasis on technology-assisted production and technical perfection to bring spectacular effects, while the eastern creative industry remains very appreciative of traditional illustrations and animations done primarily by hand. Because of the differences in what each culture finds valuable, art as a whole have become notably more commercialized in the western creative industry compared to its eastern counterpart (Perkel, 2011).

The differences in culture is readily apparent when we look at the differences between to major art community websites, deviantART and Pixiv.

The site known as deviantART was founded over ten years ago in 2000, and is still going strong today. Admittedly the site began as a community of software modification enthusiasts, but it was the implementation of allowing users to upload and share their own art with each other which defined deviantART. Key features of the site include the ability of a user to build a gallery of their own works, start collections consisting of other user's works, and being able to leave commentary on each other's pieces (Perkel, 2011).

In contrast, Pixiv is art community website launched in 2007 and based in Tokyo, Japan. In its four to five years of existence, Pixiv has enjoyed massive popularity, such that the site has attracted major followings from all around the world. This popularity also lends its influence and presence to overlap in the western creative industry, for better or for worse (which I will comment more about later) (Pixiv Inc., 2013).

Much of Pixiv's architecture is similar to deviantART in the sense that it is built as an art community site, but at the same time there are several key differences which define them.

deviantART seemingly places a great amount of emphasis in capitalizing on artwork; the site has developed its own currency, known as "points", in which users can use to buy commissions from other artists or pay for premium account services. But the biggest innovation in this aspect is how deviantART allows users to sell prints of their work through the site itself. Users have the option to allow other users to buy prints of their work through deviantART's print shop, which nets them a margin of profit for every print sold. Of course, such a system also means that deviantART receives a portion of every print sold (deviantART LLC., 2013).

With the influence of the western creative culture overlapping with the east, Pixiv has actually picked up a few of the capitalization features as well, namely the "point" system. Art sharing as a philosophy has split into different branches due to the polarization of community interests (Perkel, 2011). Currently, Pixiv has launched a new branch of their own site, Pixiv (beta) which as "resimplified" to only focus on the original core art and illustration community aspect of the site, omitting the many extraneous features of the main Pixiv site generally sponsored and supported by third-party groups (Pixiv Inc., 2013).

Insight into the culture of the creative community next door, coming up next.

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  1. Pixiv Inc.(2013) Pixiv. http://www.pixiv.net
  2. deviantART, LLC. (2013) deviantART. http://deviantart.com
  3. Kantar Media Company. (2013) Complete | site analytics. Retrieved from http://siteanalytics.compete.com/deviantart.com/
  4. Perkel, D. (2011) Making Art, Creating Infrastructure: deviantART and the Production of the Web. (Doctoral dissertation, Berkely, 2011). Retrieved from http://digitalassets.lib.berkeley.edu/etd/ucb/text/Perkel_berkeley_0028E_11934.pdf



A Painting Tool from the East

Despite the reputation of Photoshop as the almighty, all-inclusive, universal digital art software program, the truth is Photoshop does not necessarily meet the needs of everyone in the creative industry. Because of the way Photoshop is built to process raster-type graphics as smoothly as possible, many users do find it notably difficult to use Photoshop for drawing sharp, crisp, and smooth lines (Larc, 2013). With the shortcomings of Photoshop dully noted, SYSTEMAX software created a solution known as PaintTool SAI (SYSTEMAX Software Development, 2013).

The advantages of PaintTool SAI come from the fact that the program was built with only one purpose in mind; facilitating digital drawing. In contrast to Photoshop, which had to cover everything from filter effects to frame-by-frame animation, PaintTool SAI was built only for digital illustration, and as a supplemental program to be used side-by-side with Photoshop instead of as a replacement. This is made apparent in the program design which allows users to export their works in multiple different file types, including Phtoshop's ".psd" file format (Larc, 2013).

PaintTool SAI itself is a very lightweight program, especially compared with the bulky Photoshop. For users with systems that may not have abundant memory or processing power, this can be an important deciding factor. Completely installed, Adobe Photoshop CS6 takes up 2 GB of memory by itself, not including any plug-ins, files, or active memory. In contrast, PaintTool SAI only requires a humble 512 MB of free space to function. In addition to its small size, PaintTool SAI is a completely portable program, requiring no installation at all; only the application file is needed, and it can start running wherever you unpack it (Yang, 2008).

The greatest asset of PaintTool SAI is the program's dedication to being a specialized drawing/painting program. All of the tools in the user interface is very simple and intuitive, and they function exactly as they are made to function (nothing like the three to five different variations of every tool Photoshop seems to have). As an illustration program, PaintTool SAI allows the user to build and save custom brushes in a similar way Photoshop does, through the tweaking and arranging of several brush traits and options (Larc, 2013). The flexibility of PaintTool SAI does allow for more "traditional" brush effects when painting, and the program fully supports the use of graphics tablets such as Wacom tablets (Yang, 2008).

While SYSTEMAX's PaintTool SAI is not freeware, it is definitely much more affordable and competitive in price at slightly over 50 USD, compared to Photoshop CS6's near 1000 USD price tag (SYSTEMAX Software Development, 2013). Add in the free 31-day trial period (PaintTool SAI does not require purchase for the trial duration), and there is absolutely no reason at all not to try this program.

SAI is quite popular and affectionately praised by many illustrators in the industry; this tool definitely has among some of the best to offer to the creative industry.

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  1. Larc, R. (2013) Photoshop VS PaintTool SAI. Rizian Larc. Retrieved from http://rizianlarc.blogspot.com/2013/02/photoshop-vs-paint-tool-sai.html
  2. Yang, A. (2008) Paint Tool SAI Review. The 8th-Circuit Network. Retrieved from http://8th-circuit.com/node/285
  3. SYSTEMAX Software Development. (2013) Easy Paint Tool SAI. Retrieved from http://www.systemax.jp/en/sai/
  4. Adobe Systems Incorporated. (2013) Adobe Photoshop Family/Adobe Photoshop CS6. Retrieved from http://www.adobe.com/products/photoshop.html