What is a good way to get started into Graphics?-Not very artistically inclined
#1
Posted 26 March 2008 - 05:03 PM
#2
Posted 26 March 2008 - 06:29 PM
#3
Posted 26 March 2008 - 08:57 PM
onyxthedog said:
Well, first off let me tell you that this is not something you need to particularly worry about, despite what the vast majority will tell you who are naturally good at math. I know I shouldn't even be saying this because the last time I said that graphics programming didn't require a deep understanding of math, I basicly got harassed like Ozzie Ozborne if he were to take a vacation in the Vatican.
Anyway, the point is, I'm probably one of the worst people at math you will meet in your entire life (and I'm not joking what-so-ever), but I can do logic inside out and backwards. I'm assuming you can too just by the sheer fact that you're a programmer. So when someone tells you that doing graphics is impossible without knowing calculus, just brush it off.
Of course that's not saying you should not pay attention to math in other areas, but all I'm saying is that I've been doing complex 2D and 3D graphics for several years now and never once have I applied typical math skills in any form more complex than integrated 1 (ie, like you would do in a school class).
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#4
Posted 26 March 2008 - 09:29 PM
Noob to pro has some good tutorials
http://en.wikibooks....3D:_Noob_to_Pro
The pros for Blender: It's free. You never have to worry about paying for updates, etc. It's very popular. It has a lot of exporters for different formats and you can even write your own because the API is exposed.
Blenderartists has a good forum for asking questions:
http://blenderartist...g/cms/index.php
Expect to work at it. Modeling is every bit as hard as programming and takes a lot of practice.
Something else you might want to try on the 2d end of things is a vector art program like Inkscape:
http://www.inkscape.org/
#5
Posted 26 March 2008 - 10:15 PM
I will look into blender, but my best friend is very artistically inclined, especially on a computer. He may end up wanting to do all my graphics anyways. But I think it would still be good to know.
#6
Posted 27 March 2008 - 02:00 AM
onyxthedog said:
wow... are you serious? I never would have thought that. I think you're honestly the most mature 13 year old I've ever seen. [/complement]
onyxthedog said:
Algebra 1 was what I meant. And that's really just referring to the constant use of variables. You actually need a lot more math for things like physics and the game mechanics than you do for graphics. Things I constantly use from integrated 1 are like:
pythagorean theorem: finding distances in 2D or 3D space
sin/cosine/tangent: finding angles between points in 2D space
slope (rise/run): in 2D space, finding the angle/slope of a hill or the ground (or just any flat surface)
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#7
Posted 27 March 2008 - 02:10 AM
I have not actually sold a program, but my dad does have BS in Computer Science from the University of North Carolina in Wilmington. So I get alot of help from him when it comes to understanding advanced topics. ( I do know alot more about Neural Networks and Genetic Algorithms :yes: )
I don't understand tangents, cotangents, or sine/cosine, but I am good at grasping concepts so I can pick up it quickly. I do understand variables though. ( I am about 1/2 through with Pre Algebra.)
#8
Posted 28 March 2008 - 05:26 AM
but itll all be applied experience so its worth more.
Youll to get more fluent with the basic side of maths. (which is very important
in programming.)
art? just keep practicing your drawings on your paper, do just as much
drawings as you do code, and hopefully youll end up like walt disney.
you know, it could happen.
the cheap advice people usually give you, is you must learn anatomy, but
I think training your visual imagination is just as important. (but anatomy is very important too)
hey starstutter - why dont you make an sss shader without maths.
#9
Posted 04 April 2008 - 04:58 AM
rouncer said:
in programming.)
rouncer said:
You know I actually made something similar to that a while back. It wasn't a real SSS shader (because it was a real time application) but it did make some creative use of depth mapping and normal sampling.
If you really want to know, I was saying that *REGULAR* math had little application to programming. I can't recall the last time I used an actual meothod for mathmatics that came from anything in the standard math classes (and forget about applications for them). On top of that, I was talking with one of my professors today who has been in graphics programming for 12+ years and programming in general for about 30. According to him it's about the same story, very rarley did he ever use any classic (classroom) math skills.
If you don't belive the above statement, don't bother telling me that. I'm done justifying myself to countless space invader style waves of people telling me that 3D graphics are impossible without being a mathimatician. If I do say so myself, I'm doing pretty damn good with next-gen visuals.
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#10
Posted 14 April 2008 - 08:47 PM
#11
Posted 15 April 2008 - 01:02 AM
www.marek-knows.com
#12
Posted 15 April 2008 - 09:56 AM
#13
Posted 22 April 2008 - 12:41 AM
Currently looking for a couple other programmers, with experience in at least C++.
Also looking for 3D artists, texturing and modeling.
#14
Posted 22 April 2008 - 01:25 PM
#15
Posted 25 April 2008 - 02:39 PM
Zuka said:
P.S.Saying you are going to build MMOFPS with computers current state is almost like saying you will fly with out the help of any apparatus by jumping of the Empire State Building. Modern computers just can't handle all of the things that you need for an MMOFPS and stay lagless enough for people to want to play them. I mean look at how much a game like Guild Wars can lag and then about a 1000 + bullets every 30 seconds streaming out of the guns. Just won't work.
#16
Posted 26 April 2008 - 01:32 AM
#17
Posted 29 April 2008 - 02:53 PM
But if you didn't create any game before in your life, I recommend that you start with a small 2D game, and build up from.
But thats just my own opinion.
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