Tuesday, July 2, 2024

Day 03- GDA | Layers, Selection and Adjustment

Today marked the third day of my journey at MAAC Institute, where we delved deeper into the essentials of Adobe Photoshop. Our focus was on understanding layers in detail, mastering selection tools, and exploring adjustment tools. Here's a breakdown of what I learned:

Layers in Photoshop

In the previous blog, we touched on the basics and importance of layers. Today, we explored layers and their options in greater detail. Here are some key points:

  1. Creates a new layer on top of selected layer.
  2. Delete the selected layer.
  3. Create a folder to put multiple layers into a single folder so that the panel looks clean and organized.
  4. Lock transparent pixels, don't paint on transparent pixels by mistake.
  5. Lock Image Pixels, don't able to paint at all just work with move tool.
  6. Lock Position, don't able to move the objects in the specific layer.
  7. Mode, applies filter on layer including all the below layers.
  8. Filter for pixel layers, only show the layers have image or pixels (including empty tranparent layer).
  9. Filter for adjustment layers, only show the layers which applies layer adjustment to the image.
  10. Filter for Text layers, only show the layers of text.
  11. Filter for shape layers, only show the layers have photoshop shapes.
  12. Opacity, changes opacity or transparency of the selected layer.
  13. Fill, changes opaity or transparency of the filled object.

Selection Tools in Photoshop

Photoshop offers various selection methods, each with its own strengths. The image below shows where we can find those tools.

  • Object Selection Tool: Encloses the object within a rectangular selection, selecting only the enclosed object.
  • Quick Selection Tool: Ideal for selecting large areas with the same color and continuity.
  • Magic Wand Tool: Provides accurate selection similar to the quick selection tool but with more precision.
We learned that relying on a single selection tool isn’t enough. Often, multiple selection tools are needed to achieve the desired selection.

Adjustment Layers in Photoshop

Adjustment layers are crucial for modifying colors, saturation, and other post-processing properties. These layers affect all layers below them, allowing for flexible adjustments. There are numerous effects available through adjustment layers, each offering unique ways to enhance your image. Exploring these options will provide a clearer understanding of their capabilities.


That’s it for today. As I mentioned in my last blog, we have started working with tools in Photoshop that require hands-on practice. I’ll continue this journey and share my progress in future blogs. Let’s see what the future holds, till then hoping for the best and waiting for the rest...

Saturday, June 29, 2024

Day 02- GDA | Navigation in Photoshop

Today marked the second day of my journey at MAAC Institute, where we learned the essentials of Adobe Photoshop. Which covers layers, layout, navigation, shortcuts, the move tool, and the marquee tool. Here's a breakdown of what I learned:

Layers in Photoshop

In Photoshop, layers are fundamental to everything you do. Each element you draw or add is placed on its own layer. This is crucial because it allows for the creation of effects such as overlapping elements and using some layers as reference points that can be deleted later. However, it's important to note that not all layers can be deleted. While you can add as many layers as you want, the last layer cannot be deleted; the option simply isn't available.

Move Tool and Marquee Tool

We also covered the move tool and the marquee tool, both of which are indispensable for manipulating elements within your project. The move tool allows you to reposition elements, while the marquee tool helps in selecting specific areas for editing.


Layout and Navigation

Understanding the layout of Photoshop and how to navigate within it is essential for efficient workflow. We explored various shortcuts that streamline the process and make working in Photoshop more intuitive.


There are 5 sections in default layout Tool Bar, Menu Bar, Panels, Property Bar and work space or canvas as shown in below image.

  • Tool Bar: It is a section where all the available tools can be seen can we can choose any other them to use.

  • Menu Bar: It is a section where we have additional settings and options related to the editor or photoshop sofwart itself, it has optios like changing the layout, opening new canvas and alot of things it is not something to be used for editing it is something which changes the settings, layout or any property of the software itself.

  • Panels: This section has different windows for different purpose like layer panel shows the layer which is selected also we can change layer from this panel similarly we have properties panel which gives information about the location of any object on the canvas and many other panels are there.

  • Property Bar: This section has different properties like style, width, height and other options depending on the tool selected from tool bar.

  • Canvas: The work space or area where you will have your image or you will actually work.


There are some shortcuts in Photoshop which can be used to speed up the designing process the list are given below for navigation and transform of an image:

  • Ctrl + E :- Merges the selected layers and delete the original layers.
  • Ctrl + Alt + E :- Merges the selected layers and keeps the original layers as well.
  • Ctrl + T :- Creates a bounding box for resizing the image or object in selected layer.
  • Space + Drag :- Enables temperary Hand Tool to move the canvas or view.
  • Ctrl + Backspace :- Apply background color on selected layer.
  • Alt + Backspace :- Apply foreground color on selected layer.
In photoshop there are some color schemes also the 2 which are mostly used are RGB and CYMK.
  • RGB stands for Red Green Blue, in this color scheme all the colors are made with the combination of pixel values of Red Green and Blue color.
  • CMYK stands for Cyan Magenta Yellow Black, in this color scheme all the colors are made with the combination of the percentage of these 4 CMYK colors.
However we can use the paint pickup tool for selecting any color we want as we don't need to remember the values we can select it in interface directly also if we want we can use Hex code for any color if we find over internet on the sites like coolors.

Well, that is it for today from next session I believe we will start more important tools of Photoshop as this was it we got to know today because of time, well whatever is the case I am happy that I am learning something which I thought I will never will be able to understand. So, let's see what will happen in the future and till what level we can take this learning. I will continue to describe my learning here as I will proceed in the journey till then hoping for the best and waiting for the rest...

Thursday, June 27, 2024

Day 01- GDA | Introduction of Photoshop


Today marked the beginning of a journey I've been eagerly preparing for over the past month: my adventure into Game Design and Animation. The first day at MAAC Institute was a mix of excitement and anticipation, starting with the induction and a brief introduction to Adobe Photoshop. Here's a rundown of my experience.

Induction: A Warm Welcome

The day kicked off with an induction session led by the branch head of the institute. She explained us the institute's rules, regulations, and the dos and don'ts, ensuring we understood what was expected of us.

She not only explained the rules but also highlighted the various competitions and activities, such as filmmaking and animation contests, that we could look forward to. This interactive session set a positive tone for the day. The branch head introduced herself, the institute, and our course instructors. Everyone seemed supportive and straightforward, addressing any concerns or requirements directly but politely.

Introduction to Adobe Photoshop

Following the induction, we had our first class: an introduction to Adobe Photoshop. The class was largely theoretical, which initially felt less engaging for me. However, I understood the importance of staying in sync with the teacher's pace, considering the diverse backgrounds of my classmates. The teaching style was interactive, which made the session more interesting despite its theoretical nature.

For me, interactive learning is crucial. It keeps the energy up in the classroom and fosters a sense of excitement about the subject matter. However, there's a balance to be maintained; too much interruption can hinder progress. The goal is to keep discussions lively without derailing the lesson plan.

Observations on Fellow Students

One of the most striking observations from my first day was the level of enthusiasm and skill among my peers. Many seemed to have a clear vision of what they wanted to create and could articulate their ideas effectively. It's not just about knowing how to use the tools; it's about having the creative vision and the ability to bring that vision to life. This is something that can only be honed through practice and experience.

Being surrounded by such passionate individuals is inspiring. It reassures me that this environment will push me to develop my skills more rapidly. While I may feel a bit behind in terms of expressing and executing creative ideas, I believe that with persistent practice and the influence of my peers, I can bridge this gap.

Reflections on the First Day

While today may not have been the most productive in terms of hands-on learning, it was an amazing experience that reinforced a crucial aspect of life: the importance of making connections. Building relationships with instructors and peers will be vital as I navigate this course and beyond. As for the end of the day we also recieved the joining kit which consists of 2 MAAC T-Shirts and 1 Backpack making the day more memorable
.

The first day was a reminder of the importance of collaboration and making connections and communities which I'm now a part of. I will continue to share the insights, experience and knowledge which I will learn throughout the journey. So, let's see what is in hand of time and fate for us, till then hoping for the best and waiting for the rest...

Friday, June 21, 2024

Car in the Garage

McLaren Spider Result from the Project

As my journey in Game Design continues, I embarked on a new practice project: Car in the Garage.

Building on the success of my last project, Living Room Architecture Visualization, I decided to advance with the course and tackle this new challenge. Unlike the previous project, this one focused more on rendering rather than animation, allowing me to hone my skills in lighting and texturing. Below, I outline the steps I took and the challenges I faced during this project.

Importing OBJ in Unreal Engine

I started by finding a McLaren Spider car model on SketchFab, but it was in OBJ format, not FBX. When importing OBJ models into Unreal Engine, they often come as a single, unified model. This is problematic for texturing since different parts of the car (like wheels, glass, and mirrors) require different materials. To resolve this, I needed to convert the OBJ file to FBX format first.

Converting OBJ to FBX

To convert the OBJ model to FBX, I used Blender. Blender is my go-to 3D design software because it's free and user-friendly. The conversion process is straightforward:

  1. Import the OBJ file into Blender.
  2. Export the model as an FBX file. That's it! The model is now ready for Unreal Engine.

Texturing the Model in Unreal Engine

With the car model now in FBX format, I imported it into Unreal Engine. Texturing the model was the main focus of the project. I referenced the initial SketchFab image to replicate the colors and used the Automotive Materials Asset Pack by Epic Games. This pack is incredibly versatile and customizable, making it perfect for car models.

Creating Environment in Unreal Engine using Quixel Bridge

Once the car was textured, I moved on to creating the environment. I chose a garage setting made of bricks with windows to allow natural light. Using Quixel Bridge Megascan assets, I built a modular garage environment with a single asset pack that included walls and windows. This provided all the elements needed to create a realistic scene.

Lighting in Unreal Engine

For the lighting, I used Unreal Engine's Lumen system combined with post-processing volume adjustments. I tweaked the exposure and contrast to get the desired look and added extra rectangle lights to supplement the sunlight. The goal was to blend these lights seamlessly with the natural light to enhance realism.

Taking a High-Resolution Picture of the Rendered Car

The final step was rendering a high-resolution image of the car in its garage setting. I switched the lit mode to path-tracing mode and allowed the scene to render fully. Unreal Engine has a built-in feature to capture high-resolution screenshots. I adjusted the screen percentage to 160 (although 200 can be used for higher quality, it depends on system specs) to avoid crashes and ensure a smooth rendering process. The final rendered image was saved directly to my system.

Challenges

The main challenge today was importing the OBJ model into Unreal Engine, as it required conversion to FBX for proper texturing and component management.

Breakthroughs

I successfully rendered a photorealistic image of a McLaren Spider standing in a meticulously crafted garage environment. This achievement was a significant milestone in my learning journey.

Resources Used

As mentioned, in my last blog about MAAC Institute, I am looking forward to join the institue as soon as possible and continue to share the valuable insights about the Game Design and Animation till then hoping for the best and waiting for the rest...

Monday, June 17, 2024

My Journey in Game Design and Animation



Today was a productive and enlightening day in my game development and animation journey. I delved into Blender basics, explored architecture visualization using Unreal Engine, and learned to convert image sequences into animations using DaVinci Resolve. Here’s a detailed look at my experiences, challenges, and breakthroughs.

Blender Basics

I started my day with Blender, learning how to navigate its interface. This foundational knowledge is important for efficiently working within the software. Additionally, I discovered how to use Blender Kit to import assets and export them as FBX files for use in other engines. This is incredibly useful for creating and transferring detailed models across different tools.

Key Takeaways:

  • Navigating Blender's interface.
  • Importing assets with Blender Kit.
  • Exporting models as FBX for further use.

Architecture Visualization using Unreal Engine

In the afternoon, I focused on Unreal Engine, specifically exploring its Post Processing Volume effects. Using this understanding I created an architectural visualization of a living room and also implemented a basic Cinemachine Camera to enhance the presentation of the scene. The results were visually stunning, and I was happy with the realistic look of the living room design as it was my first project in visualization using Unreal Engine.

Key Takeaways:

  • Utilizing Unreal Engine's Post Processing Volume effects.
  • Creating a realistic living room visualization.
  • Implementing a basic Cinemachine Camera for dynamic shots.

Converting Image Sequence into an Animation using DaVinci Resolve

Later, I started DaVinci Resolve to convert an image sequence into an animation. Started by understanding the basics of the tool and its studio version. So, I successfully imported the image sequence, edited it, and created a video. Additionally, learned about export settings and gained a better understanding of the H264 video codec.

Key Takeaways:

  • Basics of DaVinci Resolve and its studio tool.
  • Importing and editing image sequences to create videos.
  • Understanding export settings and the H264 video codec.

Challenges

While the day was productive, it wasn't without its challenges. I encountered issues with lighting variations when exporting the image sequence from Unreal Engine. Additionally, importing the image sequence into DaVinci Resolve as one animated clip proved to be tricky. To solve this I need to increase the intensity of light in the Unreal Engine itself and unfortunately needed to render again the complete image sequence. But, at the end everything goes well and got the result in a stunning looking ArchViz.

Challenges Faced:

  • Lighting variation issues in Unreal Engine exports.
  • Difficulties in importing image sequences into DaVinci Resolve.

Conclusion of the day

As the day went with some ups and downs still the end of the day is pretty well, comleted the design of the living room with furnishing and lighting configurations and finally created a video animation from it. So, according to me this is just the starting of a new journey in the field of designing and animation of Game and 3D Production.

Resources Used


In this journey, I have also decided to take a course to understand the complete concept of designing and animation from the beginning. So, I will soon be starting a new course at the MAAC Pune Institute also whatever I will learn in the course will try my best to represent through blogs, as this course will focus more on advanced cinematics and interactive game designs.


Thus, let's see what will happen going forward in this journey till then hoping for the best and waiting for the rest...

Day 03- GDA | Layers, Selection and Adjustment

Today marked the third day of my journey at MAAC Institute , where we delved deeper into the essentials of Adobe Photoshop . Our focus was o...