3D Environment Theories1 Self Studying (9/6/26)
Before going deep into software, I have researched some theories that I have to keep in mind for better rendering and visual generally.
3D Environment Theories1 Self Studying (9/6/26)
Before going deep into software, I have researched some theories that I have to keep in mind for better rendering and visual generally.
Emphasizing:
- visual hierarchy, most of the information that I can find on YouTube talk about UI/UX Design not 3D stuff that I want but I think it can still be useful in some ways lol. Overall, it is about size (normally the bigger one catches attention), color theory, contrast (this may be variety, can be color, size, shape, etc.), alignment, repetition, proximity (groups), black and white spaces with texture and styles.
- storytelling, still developing.
- interactivity, like Stu1 A3 RMIT as bit animation for the trees, players can interact with objects, etc.
Composition for arrangement, focal points, interest, highlight:
- Rule of thirds, using the intersection between 9 squares.
- Leading lines, for example literal like roads, pathways, shadows, etc.
- Symmetrical balance, not just 5050 can be 6040, 7030 for visual weight.
- Shape contrast, organic and symmetric shapes.
- Framing like Stu1 A3 RMIT Slide, revealing destination, highlight, etc.
- Depth of field using LOD (Level of details), like texturing, details, etc.
- Home Base for not overwhelming details and highlight the focal point and the highlight. This one need clear focal point, playing with black and white space.
Lighting:
- Fill lights can be used to soften shadows and provide additional illumination to fill in any too dark areas.
- Rim lights are positioned behind the subjects to create a subtle halo effect, adding more depth.
- Shadow for space and realism.
- Reflective surfaces produce sharper and more defined highlights.
- Matte surfaces will defuse light and produce softer shadows.
Camera, Field of View:
- Close-up shots highlight intricate designs, textures and features.
- Wide-angle shots help customers visualize how things will be fit in context overall.
- Dynamic angle, cutaways views and exploded diagrams can help highlight key features and functionality.
Size:
- 2 characters (the dynamic duo), size gap and physical touch between the others for interaction.
- 3 characters (the power triangle) to keep the eye moving, placing 1 character slightly higher or further back for sense of depth.
- 4 or more (the flowing crowd), using S curve or Z shape (aligning the head of each character).
- Overlapping characters for depth, emotion, perspective, etc.
For visual hierarchy, you guys can look through this link. Thankyou!
For emphasizing, composition, lighting and camera, you guys can read through this link. Thankyou!
For composition, size, you guys can read through this link. Thankyou!
YouTube tutorial for composition, here is the link. Thankyou!
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