Wednesday, May 20, 2009

different Passport Size photo for different countries!

I was checking for passport size photo and found out something new (to me!),
Website:
http://www.epassportphoto.com/Blog/

The basic passport photograph requirements for some countries are as follows:·
  • The United States: 2” x 2” Photos must be less than six months old. Headwear is only allowed id it is a religious requirement. The face must be completely exposed.·
  • Canada: 5cm x 7cm. Only photos on plain high quality photographic paper are acceptable. Heavy weight paper may not be used for printing photos·
  • Mexico: 2” x 2”. Four copies to be submitted and the background must be white or very lightly colored·
  • United Kingdom: 4.5cm x 3.5cm. No “red Eye” is permitted and the photos should not have nay folds or creases.·
  • Germany: 4.5cm x 3.5cm. The face and ears must be clearly seen.·
  • France: 4.5cm x 3.5cm. Skin tones must be natural and not changed for cosmetic purposes. Wearing of spectacles in the photos is not allowed.· Italy: 4.5cm x 3.5cm·
  • Spain: 4cm x 3cm· Russia: 4.5cm x 3.5cm. The head must occupy 75% of the total photo. No light should reflect off spectacles if they are worn in the photos.·
  • Turkey: 4.5cm x 3.5cm· Netherlands: 4.5cm x 3.5cm. Teeth must not be visible in the photos.
  • Australia: 4.5cm x 3.5cm. The photo should not be more that 6 months old.· China: 4.8cm x 4.3cm·
  • Japan: 4.5cm x 3.5cm
  • India: 3.5cm x 3.5cm
  • Singapore: 4.5cm x 3.5cm. Eyes must be wide open. Background should be white unless your hair is of that color in which case a darker background may us used to make the hair visible.
  • Korea: 4.5cm x3.5cm
  • Brazil: 7cm x 5cm. The ears must be clearly visible and the face not covered.Please note that the first measurement, in all cases, is the height of the photos and the second is the width.
All countries require that the photos be in color and no other person or objects be present in the photos.As can be seen, many countries are standardizing on the 4.5cm x 3.5cm size.
However, due to the heightened security measures that all countries are enforcing, it is always best to check from a reliable source and be sure that there have been no changes in the passport photo specifications before applying.

Monday, May 18, 2009

About Photoshop

Looking for free photoshop brushes? check this out:

All Source files from:


Photoshop Blendmodes Explained
Here is the full list:
1. The Default blendmodes
- Normal
- Dissolve: it might be used to create skinpores or other patterns where small speckles are needed. Just set the opacity to a low value and you'll have fine speckly pattern.

2. The Darkening blendmodes
They all have in common that they all make your image darker. The result is either the same or darker than your Base layer. They are most effectively use when the base layer or background is white, these blendmodes will change the white to transparent and left the remainings visible:
- Darken
- Multiply
- Linear Burn
- Color Burn


3. The Brightening blendmodes
The 'Brightening' blendmodes all make your image lighter:
- Lighten
- Screen
- Linear Dodge
- Color Dodge




4. The Conditional blendmodes
- Overlay: Adds contrast and saturation
- Soft Light
- Hard Light
- Vivid Light : A stronger version of Overlay; Wojtek Starak: "use the Vivid blendmode in combination with a low density High Pass filter to sharpen your image."

- Linear Light : A much stronger version of Soft Light

- Pin Light: Darken and Lighten in one blendmode.





5. The Mathematical blendmodes
- Hard Mix

- Difference : Sandra Reiffi:"If you have two parts of a picture e.g. a panorama in two pieces and you want to place them that they fit use the difference mode. When they match perfectly the overlapping parts are black."

- Exclusion
: Inverts the Base layer based on the blend layer. If the Blend layer is black the result is unchanged, if the Blend layer is white then the result is inverted.



6. The HSV blendmodes
HSV system which stands for 'Hue', 'Saturation' and 'Value'. Hue - the shade of the colour (red, green, purple, etc) Saturation - the amount of colour, low means the colour is almost gray, and high saturation means very colourful.Value - the brightness of the colour
- Hue
- Saturation
- Color
- Luminosity




Photoshop Tips:







Wednesday, May 13, 2009

Blender 3D Animation 6

* To select Vertices or Edge or Faces (CTRL+TAB)
* To import image for sketching purpose go to View > Background Image
* Website for Blender Textures: http://www.cgtextures.com/


Precision Model

To get deep into architectural modeling, we must learn how to model with precision such that the models are in their right proportions. The easiest way to model with precision is to work with the Grid. Press CTRL key and hold follow by the transformation key. It also works on Vertices, Edges and Faces. The distance between these lines are one unit, which could represent 1m, 1cm or 1 inch. To change setting, use the View menu, located in the 3D View Header and choose View Properties if we need a smaller or larger distance. This will reveal a menu, with some options to change the appearance of the grid.


  • Spacing: To set up the distance between the major grid lines.


  • Lines: Controls the number of lines that are displayed in the 3D View.


  • Divisions: Between the major grid lines, we have some division lines to make a more precise used of the grid. This option help to set up the number of division lines.

  • Grid Floor: This option turns the visualisation for the Grid on and off.

Transforming with Precision
Applying transformations using numeric values.(e.g)we need to move an object just 4 units on the X-axis, use Transform Properties menu which allows us to give numeric values for all transformations. Press N key or from the OBject Menu, in 3D View Header. The table will show the following settings:-


  • Loc X/Y/Z: Controls the position of an object. if we typed 3 in the Loc Y field, the object will move 3 untis in the y axis.

  • Rot X/Y/Z: Controls rotation of an object.

  • Scale X/Y/Z: Controls the scale of the objects.


  • Dim X/Y/Z: The model bounding box is changed.



Layers
Blender has a layer system which allow us to manage the visible objects better. There are 20 layers on which user can place objects in, to put an object into a different layer, just select the object, and press M key. A small menu will appear, where we have to choose a layer to which to send the objects. To turn on or off Multiple layers, we must hold the SHIFT key while clicking on the layer buttons.




Create Walls with Rounded Corners
To create wall with rounded corners, use a tool in Blender called Spin, this will creat extrusions of an edge based on a rotation. First, user has to know the radius of the round corner as it will be easier to create an arc required for the wall. * Make sure the measurements are in right proportions else the object may not be perfect when Spin is applied.




Two parameters that user must set up, which are Degrees and Steps. Degrees determine the rotation angle for the Spin whereas the Steps determine the quality of the corner, high values creates a more perfect corner.(Try to use values above 12). When Clockwise button is on, Spin will rotates in that direction else when the button is off, it will change o ant-clockwise.


Object Center (Pivot)
The center of object is represented by a small pick circle. We can move the center point in three ways:- (under Mesh)

  • Center: Place the object geometrical center at the object center position.

  • Center New: Place the object center at the object geometrical center position.

  • Center Cursor: Object center will be placed at the position of the 3D cursor.

Bridge Faces/Edge-Loops (Mesh Scripts Bridge)
This option connects two faces together in condition that the faces are exact parallels.



Tuesday, May 12, 2009

Blender 3D Animation 5

Removing Double Vertices
This happens when two vertices share exactly the same point in space, and they are not connected. We need to remove double vertices as they can be the result of bad model editing or cause wrong interpretation of an external file. To remove double vertices (press W key and choose Remove Doubles or activate "Rem Double" option on the Mesh Tools menu) If any of the vertices are doubled, this tool will merge them into one vertex. In Mesh Tools menu, we also have an option called Limit, which defines the minimum distance that must exist between two vertices, for the Remove Doubles merges these vertices into one.

Extrude
This tool makes new geometry from selected vertices, edges and faces. click on E key after selection is made on the object and this can only be done in Edit mode. Three options are shown after press E key.





  • Only Vertices: Extrude only vertex, result will be new vertices, and a line connecting these new vertices to the old ones


  • Only Edges: Extrude only edges of the Mesh creating new planes. Only applies to 2 or more selected vertices.



  • Region: Create the entire face, only available if we select a full face.


Extrude with Faces
When we select two faces, there will be two options for the extrusion.



  • Region: This is the default extrude, where all faces are extruded in the same direction



  • Individual Faces: This option extrudes selected faces along their individual normals, just as if they are extruded individually.

Constraining the Extrude
To constrain the extrusion along an axis, Press X, Y or Z Key immediately after pressing E Key.




Edge Length
To work with measurements, Select Edge Length on a menu call "Mesh Tools 1" or "Mesh Tools More"

Modifiers
There are several different types of modifiers. Each one can help us with specific problems, but there are some that are very useful for Architectural modeling. Such as Array, Subsurf, and Boonlean modifiers. (go to Modifier menu then Add Modifier)





  • Subsurf Modifier: This option helps to make model smoother. With more subdivisions, amodel that initially looks crispy with hard edges between the faces can gain soft edges between faces and look more organic. Heavily used in character modeling and more useful in furniture modeling and landscapes.


  • - Level: controls the subdivision of the model for the 3D view.
    - Render Level: controls the subdivision of the model for the rendering.
    - Types of subdivisions: Simple Subdivision and Catmull-Clark, Catmull-Clark subdivision give us subdivision with smoothen edges between the faces.

    If we want to control the level of subdivision and the way borders in different models work, we can use Loop Cut tool with the subdivide. A new loop cut near the edge of the model, will make the radius of the smoothening smaller, giving us more control over the details.


    To make the model looks even softer in the 3D View and render, turn on a tool called "Set Smooth" located on the Link and Materials menu in the Editing panel. Ths option won't show any faces, only a smooth surface. "Set Solid" button to return to the surfaces to a faceted look.





  • Array Modifier: A great tool for creating copies of objects, and organizing them into lines and columns. To use this modifier, we must select one object first, choose modifier either in Object or Edit Mode.

    Choose between the three available methods:
    1. Fit to Curve Length: Makes the copied objects follow a selected curve object. (e.g We can distribute trees or signs over a sidewalk.) Draw a curve over the surface, and apply the modifier to the objects that we want to copy to.
    2. Fixed Length: Use a fixed length between the copied objects. (e.g Place copies of tree models in a straight line, and determine that between each copy, we will need a distance of 50 units)





  • Boolean Modifier: This modifier gives us a few extra options for creating or editing complex meshes. Such as Union, Subtraction and intersection. (however, it may result in triangular faces, making any post-editing will be difficult.)

    Type of operations:
    1. Difference: This option helps to subtract the shape of one object from anotehr. (e.g open a hole in a wall for a window. For this we must create the wall model and another object with the corresponding shape of the hole. Apply the modifier to create a new object based on the subtraction of the two shapes.)

    2. Union: Create new object based on the union of two different meshes.

    3. Intersection: Creates a new object based on the area where two different shapes intersect.


An example of an object with Boolean Modifier and Difference selected. The objective is to a hole on the door.To create the hole, we have to make 2 simple objects; Cube and Cylinder.



Select the rectangular object, and apply the modifier. Choose Difference, and type the name of the cylinder object. Click on Apply button to make a new object based on the difference.

All boolean operations works the same way. Select one object, choose the operation, and type the name of the second object.


  • Mirror Modifier : Allow us to mirror one side of a model and make an inverted copy of the model. This modifier is simple and easy to use, however the only trick about it is that the center of the mirror must be set in the correct position. Else, the mirror will generate the copy at the wrong position.

Groups (CTRL + G)
Groups aren't a modeling tool, but they help to organize complex models. Several options will appear when CTRL+G is hit:-



  • Add to new group: creates a new group with the selcted objects.

  • Add to existing group: Another memu will pop-up this option is chose, it will allow us to choose in th group to which we want to add the objects.

  • Add to active object group: If we select more than one object, the last selected object will always be the active one. If this last object is already in a group, we will be able to add all of the previously-selected objects to the same group.

  • Remove from all group: Removes the object from the group.

When a group is created, we can identify an object in the group by the green line that marks this object when we select it. To view all groups available in a scene, go to the Object panel and choose the Object and Links menu. This will display all the grups available in the scene.


Proportional Editing (O key)
A tool that is very important in landscape modeling. It allows us to transform a vertex, and transfer part of the editing to the surrounding vertices.



In the header, we can find the selector fro different proportional editing types. This tool works together with the transformation options. We must select one or more vertices, and press G, R and S to begin. When the transformation is chosen, press the O key to turn proportional editing on. Along this option to turn proportional editing on and off, we cna choose from several types of proportional editing in the header.



If we use the 0 key to turn on the proportional editing, and then press G, a small circle will appear, surrounding the selected vertex. This is the area of the effect of the transformation, and all vertices inside this circle will be transformed proportionally. This is what happens if we proportionally transform this vertex in the Z-axis.


With the + and - keys on the numeric keyboard ot by using the mouse wheel, we can change the size of the circle.







Monday, May 11, 2009

It is 4R photo size! (not R4)

Dimension for 4R photo: 4" x 6" (101.6mm x 152.4mm)
Dimension for 5R photo: 5" x 7" (127mm x 177.8mm)
Dimension for 8R photo: 8" x 10" (203.2mm x 254mm)


incorrect! Dimension for 4R photo (3:4)
  • 480px X 640px
  • 1024px X 768px
  • 1200px X 1600px
  • 3072px X 2304px

Blender 3D Animation 4

Transforming with Precision
Hold down CTRL key and snap the transformation to the Grid lines. To make small adjustments to the transformation, hold down the SHIFT key. it will cause the transformation to be increased by 0.001.

Loop Subdivide
To perform Loop Subdivide, 2 ways:


  • CTRL+R (Must be Edit Mode)
  • Mesh menu to choose EdgeLoop subdivide


When one of the above steps is done, a pink line will appear around the object. This line will position the loop on the model, and we can change the orientation of the cut by moving the cursor around the object. Once we confirm the position, click once with left-click on mouse. Hence a yellow line will appear for us to choose the correct place to make the cut.


Knife Tool
(Select Mesh object; Edit Mode activated; Face or part of the object that will be sliced is selected)
To create more irregular or non-orthographic cuts, Knife tool is used to create different kind of cuts.

2 ways to activate Knife Tool:

  • Via the Mesh menu in the 3D view Header. choose Mesh Edge Knife Subdivide
  • Press SHIFT+K


3 options will always appear immediately when the tool is activated

  • Exact Line: this cut will be created using the line that e draw over the Mesh. (when there is intersection, it will meet at the center of the face)

  • Midpoint: Creates cut using the midpoint of the selected face. The line that we draw will work as a guide, for tool to choose which midpoints to use.

  • Multicut: Creates multiple cuts for a face, a menu will appear asking the number of cuts that we want to make to the face. if you choose 2 cuts, then your selected face will look like this:


(When multiple cuts is set to example 4, it will only show 4 cuts even if you did less or more than 4 cuts on the object) !Avoid using Knife Tool on three-sided faces, especially when you want to edit later. As three-sided faces interfere with the edge loops, hence it will make the editing process harder.

Selecting Loops
To select a loop simply press ALT+right-click on one of the vertices

New Edges and Faces
When there's a hole in an object and you want to create a face to cover it, press F key or go to option Mesh Edge Make Edge/Face.



Merge
Another way of editing a Mesh object is to merge existing vertices into a single vertex. choose Merge tool (ALT+M key or W key or Mesh menu in 3D view header). 5 different ways of performing Merge.

  • At first: Select the Vertices one by one, choosing this option will make Merge, and place the resulting vertex at the same place as the first selected vertex.
  • At last: Opposite of the previous option. The resulting vertex will be placed in the same place as the last selected vertex.
  • At center: Merge will result in one vertex being placed at the middle point between all selected vertices.
  • At cursor: The resulting point of the Merge will be placed at the position of the 3D cursor
  • Collapse: Jusr collapse all selected vertices into one vertex.








Blender 3D Animation 3

Tranformation Shortcut key
G key: Grab (Move)

R key: Rotation

S key: Scale

In additon, we can constrain the transformation to an axis. (e.g press R key and then press Z, the selected object will rotate only in the Z-axis.)
The coordinates used to be make that transformation are the global coordinates, but we can use the local coordinates of an object. Press the key correspnding to the axis twice. (e.g press G key, and press X key twice, the transfomation of the object will take place in the object's local coordinates.) Global coordinates are related to the scene coordinates, and they don't change. Because the local coordinates are related to the object, they change with the object.


Camera
An Active camera is needed for rendering process. By scaling the camera, it will not change the size of the lens, we can only move and rotate it. Press numeric 0 to see the scene from the camera's perspective. In Blender, every object can be turned into a camera. Just selecte the object and press CTRL+0(numeric) and it will become a camera. To de-activate the object from being a camera, just select this object, and press ALT+0(numeric).


Render Basics

All set up for render can be accessed in the Scene Panel(Press F10). The above image shows two menus that hold the main options to set up the render. Render menu, has the options to set the scale of the generated image. We can choose scales between 100% and 25 % of the original size. Format menu, options to set the resolution of the render, and a file format in which px to save our renders.

(E.g) Set up a render to be 640x480 in resolution and choose PNG, as the file format to save the image. If scale is set to 100%, image will have the full resolution. Set it to 50% for a test render, this is a great wat of producing small renders, just to test settings for lights and materials.


Press F12 for Render to proceed, after the render is finished, press F3 to save the file. (make sure there is at least one active light)


Render Preview

Before starting a render, we can also choose to preview how it's going to look in the 3D view. Render Preview(SHIFT+P)
To change the size of the preview, just click on the border of the menu and drag your mouse.




Types of Objects
Meta: Object that works like some kind of clay in which we mold some primitives shapes such as spheres and cubes together and create very organic shapes such as Mountains.


Mesh Primitives
To creat mesh objects, press Spacebar or SHIFT+A choose Add Mesh.

Plane: Option to create things like walls, roofs, floor, etc. Simple plane with 4 vertices.

Circle: Polygon option, two parameters to look into: Vertices and Radius. Vertices sets the number of sides for the circle and the second sets the distance between the centre, and the border of the circle. If a square is needed, create a circle with 4 vertices, or for a hexagon, with six vertices.

UVsphere: Create a sphere with square faces. Three parameters to be set. Segments, Rings and Radius. Segments and Rings set the amount of subdivision for the sphere. Higher values results to more perfect spheres BUT higher values demand more from the computer and could eventually crash it.

Icosphere: A sphere that is made up of triangular faces. No parameters and only subdivision option.

Cylinder: Creates a cylinder as well as a prism. There's an option call Cap Ends which will have the two faces of the object to cap its upper and lower extremities.

Grid: works much like a plane, but Grid has more subdivisions than a plane does. To set-up a Grid, we must provide the subdivision level for X and Y axis (X-res and Y-res)

Monkey: It's name is Suzanne who is the Blender mascot.


Mesh Editing

To subdivide a Mesh object and create more complex shapes, we must apply some editing to these objects. Go to Mesh Tools, located in the Editing Panel. More options can is located in Mesh menu (in the Header of the 3D view window)






Friday, May 8, 2009

Blender 3D Animation 2

Clear Rotation for objects
hit Alt+R to remover rotation applied to the object.




Duplicating Objects
hit SHIFT+D




Transforming Objects
Three basic transformations that we can apply to an object: Translate, Rotate and Scale. To apply these transformations to objects, use Keyboard shortcut or Widget. Switch between them using the controls located in the Header of the 3D View. The symbols represent each transformations type:


  • Finger: Turn on and off the Widget

  • Triangle: Turn on the translation Widget

  • Circle: Turn on the rotation Widget

  • Square: Turn on the scale Widget

Key shortcut to turn on and off the Widget: CTRL+spacebar to access menu

Tuesday, May 5, 2009

Blender 3D Animation

Short Animation Movie done by Blender
http://www.elephantsdream.org


List of places to find models for Blender:

External render engine which can be integrated with Blender:





Split Area, Join Areas, Add Header

To create Multiple windows in Blender, just simply place the mouse cursor at the border of a window, the cursor will change into a double arrow. Right-click and choose split window from the menu, and a division will be created.

  • Vertical: Click on the uppper or lower border of a window to create a vertical division.
  • Horizontal: Click on the right and left border of a window, to creat a horizontal division.

Merge Windows (Join Areas)
Click on Join Areas and a big arrow will show which two windows will be joined together.

Add or Remove Header
When you left-click with your mouse over the border of a window, you will have 2 options: NoHeader AddHeader. To choose the position of the Header and place it at the top or bottom of a window, right-click an existing Header, and a small menu will appear. With this menu, we can choose the position of the Header. There's an option to remove a specifc Header too.

Keyboard Shortcuts


Selecting Object
To Select a single object, just right-click on the object. To add another object to the selection, just press SHIFT and right-click on another object.

  • Hit A key to select all objects. This is valid even when we are dealing with the selection of vertices, edges and faces on objects.
  • Hit B key to select multiple objects with Box Select. (only with 3D View as the active window) After pressing the B Key, click-hold on Left mouse button to drag marquee around the objects that you want to select. Press A key to remove objects from selection. Press B key twice and it will turn on the Pencil Select. Mouse cursor will turn into a circle, which we can use to "paint" the selection. Left-click and drag the cursor to select anything that touches the selction circle. If you right-click and drag the cursoe over any selected object, it will remove this object from the selection. + and - keys will control the size of the selection of the circl similarly to scrolling the mouse wheel. (will not work in Objecy Mode)

Selecting by Name
When more complex scenes come by, the number of objects on your screen will increase dramatically. Therefore selecting one specific object will become more difficult. Name objects with a proper name so that it will be easier for user to search and select them by name. To select objects by name go to a window call Outliner. It will show a list of objects that we can select from. In Outliner, three icons can be found inside the window which allow us to control a few properties of the objects:

  • Eye: Control the visiblity of the object. If the eye is open, object will be visible, if it's closed, object is hidden. Right-click to open or close eye.
  • Cursor: Right-click to turn on or off the cursor, if this cursor is turn off, we wont be able to select the object in the 3D view.

  • Landscape: With this control, we can determine if the object will show up in render.
Renaming Objects

To rename an object, use the Panel(F9) called 'Editing'. Then rename. We can use the Outliner to rename objects too. Hold down the CTRL key and right-click on the name object to rename.

Cursor Snap
3D Cursor determines the place where the objects are created. It become the center for object transformations. Eg. Rotation. Cursor Snap works with 3D cursor and selected objects, we can use a Snap options to place cursor in some specific places. (Press SHIFT+S to open CursorSnap) With these options, it's easier for us to place the 3D cursor and the selected objects in specific places.

  • Selection Grid: Aligns the selcted objects with the grid lines.
  • Selection Cursor: Align selected object with the 3D Cursor. This way, the selected object will be moved, so it's centre point is placed at the center of the cursor.
  • Cursor Grid: Aligns the 3D Cursor with the grid lines.
  • Cursor Selection: Move the 3D Cursor to the centre of the selected object.
  • Selection Center: Move the selected objects to the geometric center of the selection.