Thursday, January 26, 2017

Patanjali Nataraja Stotram - Telugu



 ॥ అథ-చరణశృఙ్గరహిత-నటరాజస్తోత్రమ్ ॥

సదఞ్చిత ముదఞ్చిత నికుఞ్చిత పదం ఝలఝలఞ్చలిత మఞ్జు కటకమ్
పతఞ్జలి దృగఞ్జన మనఞ్జన మచఞ్చలపదం జనన భఞ్జన కరమ్ ।
కదమ్బరుచిమమ్బరవసం పరమమ్బుద కదమ్బ కవిడమ్బక కగలమ్
చిదమ్బుధి మణిం బుధ హృదమ్బుజ రవిం పర చిదమ్బర నటం హృది భజ ॥ ౧॥

హరం త్రిపుర భఞ్జనం అనన్తకృతకఙ్కణం అఖణ్డదయ మన్తరహితం
విరిఞ్చిసురసంహతిపురన్ధర విచిన్తితపదం తరుణచన్ద్రమకుటమ్ ।
పరం పద విఖణ్డితయమం భసిత మణ్డితతనుం మదనవఞ్చన పరం
చిరన్తనమముం ప్రణవసఞ్చితనిధిం పర చిదమ్బర నటం హృది భజ ॥ ౨॥

అవన్తమఖిలం జగదభఙ్గ గుణతుఙ్గమమతం ధృతవిధుం సురసరిత్-
తరఙ్గ నికురమ్బ ధృతి లమ్పట జటం శమనదమ్భసుహరం భవహరమ్ ।
శివం దశదిగన్తర విజృమ్భితకరం కరలసన్మృగశిశుం పశుపతిం
హరం శశిధనఞ్జయపతఙ్గనయనం పరచిదమ్బర నటం హృది భజ ॥ ౩॥

అనన్తనవరత్నవిలసత్కటకకిఙ్కిణిఝలం ఝలఝలం ఝలరవం
ముకున్దవిధి హస్తగతమద్దల లయధ్వనిధిమిద్ధిమిత నర్తన పదమ్ ।
శకున్తరథ బర్హిరథ నన్దిముఖ శృఙ్గిరిటిభృఙ్గిగణసఙ్ఘనికటమ్
సనన్దసనక ప్రముఖ వన్దిత పదం పరచిదమ్బర నటం హృది భజ ॥ ౪॥

అనన్తమహసం త్రిదశవన్ద్య చరణం ముని హృదన్తర వసన్తమమలమ్
కబన్ధ వియదిన్ద్వవని గన్ధవహ వహ్నిమఖ బన్ధురవిమఞ్జు వపుషమ్ ।
అనన్తవిభవం త్రిజగన్తర మణిం త్రినయనం త్రిపుర ఖణ్డన పరమ్
సనన్ద ముని వన్దిత పదం సకరుణం పర చిదమ్బర నటం హృది భజ ॥ ౫॥

అచిన్త్యమలివృన్ద రుచి బన్ధురగలం కురిత కున్ద నికురమ్బ ధవలమ్
ముకున్ద సుర వృన్ద బల హన్తృ కృత వన్దన లసన్తమహికుణ్డల ధరమ్ ।
అకమ్పమనుకమ్పిత రతిం సుజన మఙ్గలనిధిం గజహరం పశుపతిమ్
ధనఞ్జయ నుతం ప్రణత రఞ్జనపరం పర చిదమ్బర నటం హృది భజ ॥ ౬॥

పరం సురవరం పురహరం పశుపతిం జనిత దన్తిముఖ షణ్ముఖమముం
మృడం కనక పిఙ్గల జటం సనకపఙ్కజ రవిం సుమనసం హిమరుచిమ్ ।
అసఙ్ఘమనసం జలధి జన్మకరలం కవలయన్త మతులం గుణనిధిమ్
సనన్ద వరదం శమితమిన్దు వదనం పర చిదమ్బర నటం హృది భజ ॥ ౭॥

అజం క్షితిరథం భుజగపుఙ్గవగుణం కనక శృఙ్గి ధనుషం కరలసత్
కురఙ్గ పృథు టఙ్క పరశుం రుచిర కుఙ్కుమ రుచిం డమరుకం చ దధతమం ।
ముకున్ద విశిఖం నమదవన్ధ్య ఫలదం నిగమ వృన్ద తురగం నిరుపమం
సచణ్డికమముం ఝటితి సంహృతపురం పరచిదమ్బర నటం హృది భజ ॥ ౮॥

అనఙ్గపరిపన్థినమజం క్షితి ధురన్ధరమలం కరుణయన్తమఖిలం
జ్వలన్తమనలం దధతమన్తకరిపుం సతతమిన్ద్రముఖవన్దితపదమ్ ।
ఉదఞ్చదరవిన్దకుల బన్ధుశత బిమ్బరుచి సంహతి సుగన్ధి వపుషం
పతఞ్జలినుతం ప్రణవపఞ్చర శుకంపర చిదమ్బర నటం హృది భజ ॥ ౯॥

ఇతి స్తవమముం భుజగపుఙ్గవ కృతం ప్రతిదినం పఠతి యః కృతముఖః
సదః ప్రభుపద ద్వితయదర్శనపదం సులలితం చరణ శృఙ్గ రహితమ్ ।
సరఃప్రభవ సమ్భవ హరిత్పతి హరిప్రముఖ దివ్యనుత శఙ్కరపదం
స గచ్ఛతి పరం న తు జనుర్జలనిధిం పరమదుఃఖజనకం దురితదమ్ ॥ ౧౦॥

॥ ఇతి శ్రీపతఞ్జలిమునిప్రణీతం చరణశృఙ్గరహిత నటరాజస్తోత్రం సమ్పూర్ణమ్ ॥


Friday, January 13, 2017

3dModelling for Beginners - Danan

A 3d object is a representation of a real or inanimate object defined via location,rotation and scale.
Stylistic and Photo realistic
Stylistic modelling is to show a style or emotion.
Models are created to play on human ability to correlate model with real life objects. They fake reality just lie drama/film.
photorealism is useful in medical and architecture, also film and game.
this is a good time to start off with 3d modelling.
3d modelling is addictive.
PRACTICE and LEARN new ways.
First copy others and get enough experience to develop a style of your own.
editors:3d view port,outliner,properties editor,timeline,info editor
layouts: 3d view full, animation, compositing, Gamelogic, motion tracking, scripting, UV editing, Video editing
origin.
 x- horizontal, Y>>depth, Z> height
ways of working ..Split screen to multiple views or a single view and alter between the views using shortcuts.
3d objects
Primitives: cube, sphere, cone, plain, circle, monkey head.
Curves: road,wire
Metaball: jelly, organic models.
Test
Camera: point and render..or animated for a 360 degree view.
Light

vertex(point),edge(line),face(area/polygon)
vertex is control point
operations: TRS,Extrude, Loops & Loop Cuts, Suplication, Join/Merge & Separate,Delete.
Subdivision Surface- subsurf, mirror,bevel,lattice, screw or lathe

Modelling methods
Topology is the organization of vertices,edges and faces in the model.
Box modelling usually used for architecture/hard surfaces.
Sculpt modeling uses dynamic topology to autogenerate the vertices, edges, faces as needed.
Polygon modeling is complex and suitable for building complex models.
Curve modeling.
3d scanning. (may not create the best topology)

Hard surface modelling
Start with a cube. Extrude and shape until the desired form is rached.
Use loopcuts to further shape. Add subsurf modifier to smooth everything.


Organic Modelling
Have life and modified by physics and curvy. ex: human, tree
3d scanning or Sculpt modelling is popularly used for organic modelling but it creates a bad topology and hence needs retopology.
Accuracy of proportions is important while modelling humans becos people are so used to watching humans, that slight deviation is immediately noticeable.
Sculpting using drawing tablets make life easier.
Draw front,backside and top views of your character.
Blender has Skin modifier to get body shape quickly.
Add eyes/teeth using box /polygon modelling methods.
Organic models should deform well at joints to animate easily.
In Retopology a new mesh is created, on top of the sculpted one and stick vertices on top of it and then join the vertices to creates the faces.
The sculpted version of the model is baked into a displacement map.
Place the displacement over the retopologized model and "bake to normal map" that fakes the bumps and jumps.
Low poly model with normal map applied is good as a hig poly model.
Rigging the character and testing the deformations will verify that the topology is good.
To add clothes , duplicate the rigged body and puff it a little and then add the cloth properties/wrinkles.
Sculpt the cloth and add wrinkles to avoid the uncanny valley CGI look on the models.
Next texture and shade the character.
To create hair go to particle settings.and create strands to represent hair. Then comb the hair applies it on the character.
Good topology is important for a face for good animation.
A good topology has loops going roung the eyes, lips and the bridge of  the nose.
In terms of deformation, visualize performing navarasas and the vertices should not overlap but stretch and squash properly.
Try to have equal faces throughout the face.



Environment models
Can be hard surfaced like a house or organic like tree.
Google earth has a feature to export parts of our earth as 3d model.
Sketch out your environment. Block out environment in the tool.Box model each block.
Good Environments are needed for Films, Games and 360 degree VR.
Tree,Grass,Rocks can be created manually or using external plugins.
Getting individual components into the final environment File>Append> Append from Library>..

Polygons
Low poly can be used for hard surfaces and environments.
Low poly art saves runtime memory, storage and creates more stylistic art but they lack detail.
Convert high poly to low poly using Decimate modifier tool by settingthe % to decimate.
Games have high poly version for marketing and low poly versions inside the game play.
High poly models can be photorealistic if done right and also can be made to animate realistically.
Subdivision is one of the modelling tool to increase the poly count.


Texturing
Materials give color, look and feel, how light acts on it.
Texture artise specializes in creating the textures.
A good topology is a prerequisite for texture to be smooth.
Blender cycles has few types of materials/shaders. Shift +A in the Node editor.
Diffuse shader,
Glossy shader-makes object shiny/reflective, Glass  shader,
Transparent shader
Translucent shader -  allows light to penetrate through.
Subsurface scattering - good for skin, jelly , milk.
Velvet shader - cloth like
Mix shader - mixes 2 shaders.
Add shader - adds 2 shaders.
Procedural textures - computer generated and more stylistic and distribute the texture over the model.
Image texture - photo realistic and give more control on placement ex: tattoos.
UV maps are created for painting image textures-Different options exist that tell how to create 2d map: Project from View, Smart UV Project, Unwrap


Rendering is like taking snapshots of your 3d model by positioning camera at a vantage spot and hit render button.
Compositing adds extra effects to the renders, like instagram filters to photos.
Turntable animation of a 3d model is generally used for a  demo reel.
showcase your models on forums.cgsociety.org, sketchfab.com, blenderartists.org/forum
sell your models on turbosquid.com, 3docean.net, blendermarket.com.
Making a fulltime job just by freelance 3d modelling is not feasible currently becos of the low pay rate.

Thursday, January 12, 2017

Iraivan Temple



Pieter Weltevrede


How to become a video game artist sam kennedy


draw
paint
model
texture,light
rig
animate

interactive art
changing technology
world building
not just play worthy but also watch worthy-esports
artist tech jobs that particularly dont require strong drawing skills
video games did not become art heavy until about 1995.
with toy story, 3d came to movies and to games a little bit after that.
3d movements from current location - forward, backward,up,down,left,right - 6  
during the game, based on gameplay 3d geometry is rendered.
3d video game render rate: 30 fps
space and speed are limitations

portfolio for artist is a resume, text not needed.
demo reel for animator is a resume.
working game for game designer is a resume.

integrate photos into pictures
studio
pipeline
role and the skill depth needed for the role depends on the size of studio

on an average it takes 125 artists, about 2 years to make an entire console game.

heavily overworked industry
job security depends on success of product.
usually artists move on after making a game even though its successful for want of fresh experiences.

character model is the outside mesh.
3d model is the full object.

texture is creating structure, more detailed texture is created using normal map which fakes the lighting of bumps and dents by remembering depth information.

Art needs practice, every day and for years.
Drawing is artists alphabet
Drawing is also a way to communicate with others.
Concept artist draws static pose with attention to character details.
An illustrators focus is not exactly on details but key poses and telling the story.
Animator hardly renders the character, uses stick figure and checks gesture,posture and perspective.
More drawings as ideas get rejected a lot and lesser painting or 3d modelling happens.
Key art or previz is drawn to communicate overall scene or level to all.
Animators draw to show motion, keyposes mostly gesture drawings that take 1 minute to draw. These drawings dont have to be finished to show motion/attitude.
Storyboards are drawing to show progress of the story. They are a process.

Sharp 2b and hb sharp Pencil,putty,plastic eraser.

A playable 3d character model has about 5000 polygons.

Maya high resolution models take upto 150k polygons , whereas zbrush can go till billions.


Environment artist takes the approved concept art for env and creates model in 3d modelling software and hands over to level designer for putting it in the game engine.

Details can be created for a model during texturing and normal map creation.

Env artist should keep in mind the polygon budget of target console and his env.

A displacement is a texture that gives movement related information to the object.

Just like a drawing is painted a 3d model is textured.

A model is textured by creating a flat 2d image and applying color in 2d photo editing software like gimp.

Texture maps have info on how shiny, bumpy or transparent the area is.

3d model is unwrapped to a 2d UV map.
The painted uvmap is reimported into 3d model using material editor.

Games provide mods for creating levels,sims etc which is good background for 3d modelling.

Character animator identifies the object to be animated and let it known to the game engine by setting properties such as wind, gravity and set values such as wind speed.

The book the illusion of life has 12 principles of animation.

Bones are built into model while rigging associating the mesh and the bone. Computer looks for bone closest to its vertex and assigns that vertex to the bone.
Bones are heirarchical. Ex: walk begins with thigh,knee and foot.

Human body has >200 bones.

Cyclic animations like walk,run,idle happen at the same place.

The last frame of action animation loke jump should be the 1st frame of cycle animation.

Cut scenes are put in game to further the story elements.

In 3d animation, the skeleton is moved and computer generates the body. In traditional entire character is moved.

Key poses and timing is what makes the animation good.

generic biped rig is moved on the character for easy fast rigging.


Uiartist job is very demanding and less alluring,a good entry level job.
He works on heads up displays..huds.., intro scenes, character selection,map selection,health meter,ammo counter...works closely with ui programmer in the game engine. ui should be undistracting but available fast when needed. Shape,space,color,texture.
Uiart is created in a vector based software like inkscape.sometimes ui art also needs vfx.

Marketing art sells the game and hence highly polished. Trailers, posters, viral commercials,magazines, ads. World of warcraft is the world s widely popular video game.marketing artist works for the beand manager is not part of production team.

Key message, icon, goes along with ma.
Color theory.

Being an artist is a life long pursuit. There is always a next level your art can be taken to.

Art needs freedom which is not possible much in big studios due to deadlines, approval differences.