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	<title>4ColorGrafix</title>
	<atom:link href="http://www.4colorgrafix.net/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.4colorgrafix.net</link>
	<description>the art and designs of Kofi Garbrah</description>
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		<title>Fixing Morphs with UVMapper Pro</title>
		<link>http://www.4colorgrafix.net/2010/03/fixing-morphs-with-uvmapper-pro/</link>
		<comments>http://www.4colorgrafix.net/2010/03/fixing-morphs-with-uvmapper-pro/#comments</comments>
		<pubDate>Sun, 21 Mar 2010 16:09:18 +0000</pubDate>
		<dc:creator>Webmaster K</dc:creator>
				<category><![CDATA[3-D Modeling]]></category>

		<guid isPermaLink="false">http://www.4colorgrafix.net/?p=345</guid>
		<description><![CDATA[In a previous post I mentioned that vertex order was critical for creating successful morphs in Poser. Many 3d programs do not preserve vertex order leading to the garbled mess pictured above. There is a method for correcting errors like this using a program called UVMapper Professional. In order for this to work you must ]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.4colorgrafix.net/des/wp-content/uploads/2009/11/morph-no.png"><img class="alignnone size-medium wp-image-365" title="no morph applied" src="http://www.4colorgrafix.net/des/wp-content/uploads/2009/11/morph-no-300x300.png" alt="no morphs" width="250" height="250" /></a><a href="http://www.4colorgrafix.net/des/wp-content/uploads/2009/11/morph-scrambled.png"><img class="alignnone size-medium wp-image-366" style="margin-left: 10px; margin-right: 10px;" title="scrambled morph" src="http://www.4colorgrafix.net/des/wp-content/uploads/2009/11/morph-scrambled-300x300.png" alt="" width="250" height="250" /></a></p>
<p>In a <a href="http://www.4colorgrafix.net/2008/09/07/5-more-tips-for-making-poser-clothes/">previous post</a> I mentioned that vertex order was critical for creating successful morphs in Poser. Many 3d programs do not preserve vertex order leading to the garbled mess pictured above. There is a method for correcting errors like this using a program called <a href="http://www.uvmapper.com/downloads.html">UVMapper Professional</a>.</p>
<p>In order for this to work you must keep a copy of both the original 3d object and the morphed version of the object. Additionally you cannot add any new vertexes or edges to the morph; it must have exactly the same number of vertexes as the original object.</p>
<ol>
<li>In <strong>UV Mapper Pro</strong> load your morphed object.<br />
<a href="http://www.4colorgrafix.net/des/wp-content/uploads/2009/11/morph-before1.png"><img class="size-full wp-image-382 alignnone" title="load morph" src="http://www.4colorgrafix.net/des/wp-content/uploads/2009/11/morph-before1.png" alt="" width="288" height="400" /></a></li>
<li>Select <strong>Tools-&gt;Vertices-&gt;Reorder</strong>. In the file manager select the original object. Your morphed object will turn into a garbled mess if you are successful. If you are not successful you will need to create your morph from scratch. Problems are usually caused by having deleted or created vertices in your morph. Even adding back vertices after deleting them may result in a bad outcome. Be very careful when creating your morph.<br />
<a href="http://www.4colorgrafix.net/des/wp-content/uploads/2009/11/uvmap-reorder2.jpg"><img class="alignnone size-full wp-image-374" style="margin-top: 12px; margin-bottom: 12px;" title="Tools-&gt;Vertices-&gt;Reorder" src="http://www.4colorgrafix.net/des/wp-content/uploads/2009/11/uvmap-reorder2.jpg" alt="" width="400" height="214" /></a><br />
<a href="http://www.4colorgrafix.net/des/wp-content/uploads/2009/11/morph-after1.png"><img class="size-full wp-image-378 alignnone" title="after morph reordered" src="http://www.4colorgrafix.net/des/wp-content/uploads/2009/11/morph-after1.png" alt="" width="275" height="402" /></a></li>
<li>Save the new morph.</li>
<li>Load the new morph into Poser. Voilà! You have changed your garbled morph into a proper morph.<br />
<a href="http://www.4colorgrafix.net/des/wp-content/uploads/2009/11/morph-reordered.png"><img class="size-full wp-image-375 alignnone" title="morph reordered" src="http://www.4colorgrafix.net/des/wp-content/uploads/2009/11/morph-reordered.png" alt="" width="400" height="400" /></a></li>
</ol>
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		<item>
		<title>From Poser to DazStudio: Displacement Maps</title>
		<link>http://www.4colorgrafix.net/2009/10/from-poser-to-dazstudio-displacement-maps/</link>
		<comments>http://www.4colorgrafix.net/2009/10/from-poser-to-dazstudio-displacement-maps/#comments</comments>
		<pubDate>Fri, 02 Oct 2009 03:39:24 +0000</pubDate>
		<dc:creator>Webmaster K</dc:creator>
				<category><![CDATA[3-D Modeling]]></category>

		<guid isPermaLink="false">http://www.4colorgrafix.net/?p=328</guid>
		<description><![CDATA[Displacement Maps add additional detail to a 3d digital object that is too difficult or time-consuming to sculpt. I have constructed a brief tutorial explaining how to get Poser style displacement maps to work with DazStudio. The product used in this example is my popular <a href="http://www.renderosity.com/mod/bcs/index.php?ViewProduct=62150&#038;vendor=4colorgrafix">Wondrous Winter</a> collection available for sale at <a href="http://www.renderosity.com/">Renderosity</a>.

<a href="http://www.4colorgrafix.net/images/4blog/tut1-1.png"><img src="http://www.4colorgrafix.net/images/4blog/tut1-1.png" alt="" width="480" height="360" /></a]]></description>
			<content:encoded><![CDATA[<p>Displacement Maps and Bump Maps add additional detail to a 3d digital object that is too difficult or time-consuming to sculpt. I have constructed a brief tutorial explaining how to get Poser style displacement maps to work with DazStudio 3. The product used in this example is my popular <a href="http://www.renderosity.com/mod/bcs/index.php?ViewProduct=62150&amp;vendor=4colorgrafix">Wondrous Winter</a> collection available for sale at <a href="http://www.renderosity.com/">Renderosity</a>. This tutorial assumes that you know how to load Poser content into DazStudio. If you don&#8217;t know how to do that, <a href="http://forum.daz3d.com/viewtopic.php?t=7628">read this tutorial first</a>.</p>
<p>Step 1: Load the Poser content containing the displacement maps or bump maps then switch to DazStudio&#8217;s render pane:<br />
<a href="http://www.4colorgrafix.net/images/4blog/tut1-1.png"><img src="http://www.4colorgrafix.net/images/4blog/tut1-1.png" alt="" width="480" height="360" /></a></p>
<p>Step 2: On the &#8220;Surfaces&#8221; tab to the right, select one of the materials from the drop down menu:<br />
<a href="http://www.4colorgrafix.net/images/4blog/tut1-2.png"><img src="http://www.4colorgrafix.net/images/4blog/tut1-2.png" alt="" width="480" height="360" /></a></p>
<p>Step 3: If you see a name under &#8220;Strength&#8221; instead of &#8220;None&#8221;, change the &#8220;Negative&#8221; value from 0.010 to -1.0:<br />
<a href="http://www.4colorgrafix.net/images/4blog/tut1-3.png"><img src="http://www.4colorgrafix.net/images/4blog/tut1-3.png" alt="" width="480" height="360" /></a></p>
<p>Step 4: Change the &#8220;Positive&#8221; value from 0.010 to 1.0:<br />
<a href="http://www.4colorgrafix.net/images/4blog/tut1-4.png"><img src="http://www.4colorgrafix.net/images/4blog/tut1-4.png" alt="" width="480" height="360" /></a></p>
<p>Step 5: Repeat steps 1 to 4 many times until ALL the materials have been converted.</p>
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		<title>Plains of Africa</title>
		<link>http://www.4colorgrafix.net/2009/09/plains-of-africa/</link>
		<comments>http://www.4colorgrafix.net/2009/09/plains-of-africa/#comments</comments>
		<pubDate>Sun, 06 Sep 2009 18:16:31 +0000</pubDate>
		<dc:creator>Webmaster K</dc:creator>
				<category><![CDATA[3-D Modeling]]></category>

		<guid isPermaLink="false">http://www.4colorgrafix.net/?p=320</guid>
		<description><![CDATA[<a href="http://www.4colorgrafix.net/images/4blog/africa_web.jpg"><img class="alignnone" title="Plains of Afica" src="http://www.4colorgrafix.net/images/4blog/africa_web.jpg" alt="" width="600" height="120" /></a>
An image I made recently using Vue 7 Infinite. This image is a bit of stereotype complete with elephants and acacia tree but I was trying to create a calming wildlife poster. Click on the image to see a larger version. The final image is actually 72 in x 14.4 in]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.4colorgrafix.net/images/4blog/africa_web.jpg"><img class="alignnone" title="Plains of Afica" src="http://www.4colorgrafix.net/images/4blog/africa_web.jpg" alt="" width="550" height="110" /></a><br />
An image I made recently using Vue 7 Infinite. This image is a bit of stereotype complete with elephants and acacia tree but I was trying to create a calming wildlife poster. Click on the image to see a larger version. The final image is actually 72 in x 14.4 in.</p>
]]></content:encoded>
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		<title>My Dream 3D App</title>
		<link>http://www.4colorgrafix.net/2009/05/my-dream-3d-app/</link>
		<comments>http://www.4colorgrafix.net/2009/05/my-dream-3d-app/#comments</comments>
		<pubDate>Tue, 19 May 2009 01:46:01 +0000</pubDate>
		<dc:creator>Webmaster K</dc:creator>
				<category><![CDATA[3-D Modeling]]></category>

		<guid isPermaLink="false">http://www.4colorgrafix.net/?p=172</guid>
		<description><![CDATA[No one 3D application has all the features I need for my projects. I have often found myself using multiple programs to complete a single project. Problems sometimes arise when I have to convert files to different formats for use in different programs.  In an ideal world I would only need one tool: <strong>My Dream 3D App</strong>! Here is a wish list of 10 features for the perfect 3D app]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.4colorgrafix.net/images/4blog/perfect3d.jpg" alt="" width="551" height="367" /><br />
No one 3D application has all the features I need for my projects. I have often found myself using multiple programs to complete a single project. Problems sometimes arise when I have to convert files to different formats for use in different programs.  In an ideal world I would only need one tool: <strong>My Dream 3D App</strong>! Here is a wish list of 10 features for the perfect 3D app.</p>
<ol>
<li>UV mapping like <a href="http://www.nevercenter.com/about/">Silo3D</a> &amp; <a href="http://www.uvmapper.com/">UVMapper</a>.<br />
UVMapper has an easy to use interface for creating basic UV maps. Silo can create UV maps and straighten them using its vertex, edge and face manipulator tools. My dream app would have the best features of both of these pr0grams.</li>
<li>Texture painting like <a href="http://www.blacksmith3d.com/index.htm">Blacksmith3D</a> &amp; <a href="http://www.maxon.net/index.php?id=20">BodyPaint3D</a>.<br />
Once an object has been UV mapped, Blacksmith3D allows the user to paint directly on the object in the round. No more fiddling with seams. You can paint a 3D model as if you were painting a sculpture. Bodypaint3D is a more advanced version of this lower priced tool with painting features similar to Photoshop.</li>
<li>Figure animation like <a href="http://www.daz3d.com/i/software/studio/animate">DazStudio&#8217;s Animate</a>.<br />
The Animate plug-in for <a href="http://www.daz3d.com/i/software/studio?_m=d">DazStudio</a> is better at blending together separate animations than Poser. I have also found that for popular Daz figures such as Victoria 4 and Michael 4, DazStudio is much more accurate for posing. My ideal app would have these superior animation qualities.</li>
<li>Face creation like <a href="http://www.facegen.com/">FaceGen</a>.<br />
The face room feature of Poser gives digital artists the freedom to create new faces for Poser figures. Unfortunately, it does not work with Daz figures. FaceGen is a very expensive tool which can transform the face of any 3D figure into a face from a well-lit photo.</li>
<li>Line-fitting like <a href="http://www.mirye.net/index.php/shade-3d">Shade3D</a>.<br />
Shade3D can wrap 3D surfaces around any figure using its line-fit feature. This makes it useful for creating clothing.</li>
<li>Cloth room like <a href="http://my.smithmicro.com/mac/poser/index.html">Poser</a>.<br />
Although DazStudio now has a <a href="http://www.daz3d.com/i/software/studio/dynamic_clothing?_m=d">cloth simulation feature</a>, it is still not as flexible as <a href="http://my.smithmicro.com/tutorials/1619.html">Poser&#8217;s Cloth Room</a>. Poser allows any object to be converted to cloth, provided it does not intersect itself; Daz Studio has special requirements for clotg creation using proprietary developer tools. At the time of this writing, these developer tools have not been released.</li>
<li>Lighting and Rendering like <a href="http://www.e-onsoftware.com/products/">Vue Infinite</a>.<br />
As evidenced by movies such as <a href="http://www.e-onsoftware.com/showcase/spotlights/?page=9"><strong>Pirates of the Caribbean II</strong></a>, Vue can generate images with highly polished levels of realism, provided you have the right hardware.</li>
<li>Vertex, face and edge manipulation like Silo3D.<br />
This feature of Silo3D makes it extremely useful for creating morphs for figures and modifying other objects. The user can precisely control where each vertex, edge or face moves allowing for the creation of zipper morphs for example. Another advantage of Silo3D is that it preserves vertex order so that you don&#8217;t end up with a morphing mess!</li>
<li>Environment creation like Vue.<br />
Vue can randomly generate trees, mountains and skies. My 3D app would have this feature to create realistic environments for 3D figures.</li>
<li>Sculpting like <a href="http://www.pixologic.com/home.php">Z-Brush</a>.<br />
Even if my dream 3D app could create any face from any well-lit photo, it would still be nice to be able to sculpt new features into that face (e.g. scars, moles etc.). Having done physical sculpture with clay, I can honestly say that Zbrush is as close to that experience on computer.</li>
</ol>
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		<title>more on copyright&#8230; (i&#039;ve calmed down)</title>
		<link>http://www.4colorgrafix.net/2009/04/more-on-copyright/</link>
		<comments>http://www.4colorgrafix.net/2009/04/more-on-copyright/#comments</comments>
		<pubDate>Thu, 09 Apr 2009 03:40:15 +0000</pubDate>
		<dc:creator>Webmaster K</dc:creator>
				<category><![CDATA[Art is everywhere]]></category>
		<category><![CDATA[Ethics]]></category>

		<guid isPermaLink="false">http://www.4colorgrafix.net/?p=255</guid>
		<description><![CDATA[<div class="decor"><img src="http://wwww.4colorgrafix.net/images/4blog/cc.gif" alt="" /></div>
Listening to <a href="http://www.cbc.ca/spark/2009/04/episode-73-april-8-11-2009">CBC’s Spark</a> on the great copyright debate, I was forced to revise some of my <a href="http://www.4colorgrafix.net/2009/02/07/drm/">earlier ideas</a>. I agree with James Boyle that debates on copyright should be based upon fact. However, it seems that both sides lack at least one important fact. Before making the claim that “file-sharing” has hurt or helped the recording industry or any other industry, we must have accurate statistics about the number of files being “shared”. Industry has an incentive to exaggerate the number (i.e. higher claims for lawsuits). File-sharers have an incentive to minimize the number (i.e. lower claims for lawsuits).  Both sides seem to be making faith-based ideological arguments]]></description>
			<content:encoded><![CDATA[<div class="decor"><img src="http://wwww.4colorgrafix.net/images/4blog/cc.gif" alt="" /></div>
<p>Listening to <a href="http://www.cbc.ca/spark/2009/04/episode-73-april-8-11-2009">CBC’s Spark</a> on the great copyright debate, I was forced to revise some of my <a href="http://www.4colorgrafix.net/2009/02/07/drm/">earlier ideas</a>. I agree with James Boyle that debates on copyright should be based upon fact. However, it seems that both sides lack at least one important fact. Before making the claim that “file-sharing” has hurt or helped the recording industry or any other industry, we must have accurate statistics about the number of files being “shared”. Industry has an incentive to exaggerate the number (i.e. higher claims for lawsuits). File-sharers have an incentive to minimize the number (i.e. lower claims for lawsuits).  Both sides seem to be making faith-based ideological arguments.</p>
<p>Exactly how many people are downloading files? Getting accurate statistics could be impossible since the people doing the most “file-sharing” have little incentive to be honest when they face potential lawsuits.  Secondly, once a file is downloaded to a computer there is no way to determine exactly how many times it will be re-distributed. Files can be burnt to a CD without going through the Internet. Files can be placed on a USB key or an iPod without going through the Internet. How many times are such copies being made? No one can determine that accurately and anyone who claims they can is engaged in faith-based statistics.</p>
<p>As a professional visual artist, I am keenly interested in the copyright debate; it affects my livelihood. To claim as some people have that money has nothing to do with copyright is intellectually disingenuous. Why has industry spent millions on lobbying for copyright legislation?  Why are some recording artists, such as Elton John or AC/DC, so opposed to the Internet? The perception that money is being lost is at the heart of the copyright debate. To convince the skeptics among us, file-sharers must address the skeptics&#8217; concern about money. Failure to do so will only convince them to be more skeptical.</p>
<p>As an educator I am also interested in how copyright affects academic freedom and the ability of educators to help students develop new knowledge. I find that both sides in this debate tend to have a simplistic one-size-fits-all solution. Throw everyone in jail or make everything free. I think we need different types of copyright to cover the different uses of media.  What that would look like I am not certain but I know whatever solution is arrived at has to address the monetary concern of the skeptics. The skeptics are the source of most of the opposition to new technology.</p>
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		<item>
		<title>In defense of new art&#8230;</title>
		<link>http://www.4colorgrafix.net/2009/02/in-defense-of-new-art/</link>
		<comments>http://www.4colorgrafix.net/2009/02/in-defense-of-new-art/#comments</comments>
		<pubDate>Thu, 19 Feb 2009 14:19:15 +0000</pubDate>
		<dc:creator>Webmaster K</dc:creator>
				<category><![CDATA[Art is everywhere]]></category>
		<category><![CDATA[Ethics]]></category>

		<guid isPermaLink="false">http://www.4colorgrafix.net/?p=245</guid>
		<description><![CDATA[I wrote this in response to http://onphilosophy.wordpress.com/2006/12/04/the-ethics-of-file-sharing-2/ I want to pick up on this concept of wealthy patrons. &#8220;Certainly a world without Mozart or Bach would be a poor world to live in. But wait, Mozart and Bach made their music without the support (or even existence) of any kind of record company! Like the ]]></description>
			<content:encoded><![CDATA[<p>I wrote this in response to <a href="http://onphilosophy.wordpress.com/2006/12/04/the-ethics-of-file-sharing-2/">http://onphilosophy.wordpress.com/2006/12/04/the-ethics-of-file-sharing-2/</a></p>
<p>I want to pick up on this concept of wealthy patrons.</p>
<blockquote><p>&#8220;Certainly a world without Mozart or Bach would be a poor world to live in. But wait, Mozart and Bach made their music without the support (or even existence) of any kind of record company! Like the painters and sculptors of their time, they were supported by wealthy patrons. I suppose that in this modern era it might be possible that such a system wouldn’t work, but our modern painters and sculptors seem to get along just fine (ok, well most of them have to supplement their income with other jobs, but they still are able to produce great art). So if the record companies collapsed I suspect that music would simply go back to being made in this way. That means that there would certainly be far fewer musicians than there are today, but quantity doesn’t always mean quality. Maybe we would only have one pop band. In fact I think that such a system might even encourage higher quality music, since the musicians would have to fight harder to get patrons.&#8221;</p></blockquote>
<p>The reason the patronage system broke down is because wealthy patrons tend to be conservative in taste. New music and new art was not receiving official support and in some cases was actively suppressed. Artists who were creating unique paintings or unique musical compositions had to fight to get their work seen and heard. In the case of visual art, no one remembers the art of patron-supported artists but everyone has heard of the Impressionists (Monet, Manet, etc.).</p>
<p>The worst thing that could happen to art would be to go back to limiting art creation to a few mediocre artists who have official support. Jazz, Rock &amp; Roll, Reggae, and Punk music were all new musical forms that were suppressed at one time. Conservative people with money tried to destroy these new musical forms. It was because artists were able to make money WITHOUT PATRONS that these forms survived and flourished while the officially supported music of their time has largely been forgotten.</p>
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		<title>Digital &quot;Restrictions&quot; Management</title>
		<link>http://www.4colorgrafix.net/2009/02/drm/</link>
		<comments>http://www.4colorgrafix.net/2009/02/drm/#comments</comments>
		<pubDate>Sat, 07 Feb 2009 08:44:33 +0000</pubDate>
		<dc:creator>Webmaster K</dc:creator>
				<category><![CDATA[Art is everywhere]]></category>
		<category><![CDATA[Ethics]]></category>

		<guid isPermaLink="false">http://www.4colorgrafix.net/?p=181</guid>
		<description><![CDATA[<div class="decor"><a href="http://en.wikipedia.org/wiki/Richard_Stallman"><img src="http://www.4colorgrafix.net/images/4blog/stallman.jpg" alt="rms" /></a>
rms</div>
I had the good fortune of attending a lecture by Free Software Foundation President and Founder, Richard M. Stallman (rms). Stallman often makes distinctions between free in the monetary sense and free in the civil rights sense. His talk focused on freedom in a civil rights sense. While his focus was on software, the most important parts of his talk for me were his statements on art]]></description>
			<content:encoded><![CDATA[<div class="decor"><a href="http://en.wikipedia.org/wiki/Richard_Stallman"><img src="http://www.4colorgrafix.net/images/4blog/stallman.jpg" alt="rms" /></a><br />
rms</div>
<p>I had the good fortune of attending a lecture by Free Software Foundation President and Founder, Richard M. Stallman (rms). Stallman often makes distinctions between free in the monetary sense and free in the civil rights sense. His talk focused on freedom in a civil rights sense. While his focus was on software, the most important parts of his talk for me were his statements on art. Some highlights from his talk:</p>
<ul>
<li>Free software is about sharing and corporations don’t want people to share because they are afraid of losing money.</li>
<li>People can still make money if they share<br />
e.g. MP3s sell better when people are allowed to sample the music<br />
e.g. Monty Python saw a 300-fold increase in sales when they put their work on YouTube for free!</li>
<li>The Four Freedoms (he owes FDR a royalty) foster sharing, co-operation, and community<br />
0. Freedom to run the program however you wish.<br />
1. Freedom to help yourself by viewing the source code and modifying it.<br />
2. Freedom to copy software and distribute the copies to others.<br />
3. The Freedom to publish and distribute modified source code.</li>
<li>Artists are not entitled to payment for their work!</li>
<li>Copyright law should be changed because copying technology has changed:<br />
hand-copies &gt; printing-press &gt; computer networks</li>
<li>There should be three categories of copyright:<br />
1. Practical works should be completely free (0, 1, 2, &amp; 3) (Software, Recipes, Fonts, Clothing Patterns)<br />
2. What People think should be shareable but not modifiable because it would alter the original intent (0 &amp; 2) (Memoirs, Autobiographies, Scientific Works)<br />
3. Arts &amp; Entertainment should be completely free after 10 years of copyright protection.</li>
</ul>
<p>Stallman’s main argument is that copyright is bad for individuals, bad for creative people, and bad for society as a whole. I agree with some of the things he says because artists do not always benefit from copyright. For example, in a work-for-hire situation, a writer, a musician, or an illustrator is only guaranteed payment once. The publisher retains all rights and can continue to receive payment indefinitely (if copyright keeps being extended beyond a natural lifetime). Smart publishers will keep talented artists by continuing to pay them and offering them better deals. However, this is more the exception than the rule. For example, I recall my mother mentioning her musician uncle never received payment or credit for music he composed for a certain 1950s television show, although they clearly valued his work because they continued to use it!</p>
<p>One could argue that an artist does not require a corporation in order to publish her work, especially with today’s technology; the artist could self-publish. This argument has two serious flaws. The first flaw is that in a society where money is exchanged for goods such as food, shelter and clothing many artists will opt for a sure method of payment over a theoretical one. The reasoning goes as follows, “I could try publishing this myself but there is no guarantee I will receive any money. This publisher will give me money I need to pay my rent if I do work for them on spec (specification). Therefore, I will give away all my rights to my work just so I can have a place to live.” Some purists might accuse the artist of “<a href="http://www.4colorgrafix.net/2007/11/13/what-is-art/">selling out</a>“, but I have often found it is easy for someone with a full belly to criticize someone with an empty one. On the flip side, my great-uncle sold-out and was ripped off!</p>
<p>The second flaw is that while lower in cost than it was in the past, self-publication is not free in the monetary sense of the word. I will remind the reader, Stallman differentiates between free in the monetary sense and free in the civil rights sense. Without large amounts of capital to produce a high quality product, it is often difficult for self-published artists to get a start, although not impossible.</p>
<p>Stallman greatly favors freedom from copyright in that it restricts people’s ability to share especially as it relates to software. He also points out the negative impacts of copyright for art. For example Shakespeare, generally acknowledged as one of the great writers of English literature, borrowed many of his ideas from earlier literature such as Beowolf. While hailed as a literary genius in an earlier age, in the modern age, Shakespeare would be accused of making unauthorized copies of earlier works without the permission of the copyright holders. Worse still, he would beguilty of creating “fan-fiction”, an inferior form of fiction based on the work of the officially sanctioned artists. Who is to say that “fan-fiction” is not in some ways aesthetically better than “official fiction”? It is here that Stallman’s greatest points are realized. Corporations borrow regularly from individuals without paying a penny. They see the value of sharing when it benefits them. When individuals attempt to do the same thing, they are criminalized.</p>
<p>In the case of software, the entire Internet is a product of free software development; open standards that anyone can use, scrutinize and improve upon. Corporations all benefit from this sharing as a new vehicle to promote business but they actively discourage anyone attempting to copy their proprietary systems. In the case of Arts &amp; Entertainment, popular shows such as Star Trek benefit from so-called “fan-fiction” when their official writers have run out of ideas. Essentially they copy the works of fans without paying them or getting their permission, which is technically a violation of copyright. In the realm of Painting, what great artist has not copied the work of other great artists (living or dead) at some point in their career?</p>
<p>One area where I strongly disagree with Stallman is the notion that artists are not entitled to payment for their work. He used the analogy of listening to a song on the radio. Should everyone be forced to pay for the privilege of listening to a song they enjoy? Probably not. His idea is that artists should receive donations. Press a button and your favorite artists gets instant payment, similar to PayPal although Stallman opposes PayPal on privacy grounds. This could be done with music on iTunes, however the recording industry acts as a greedy intermediary.  The problem with this notion is that again, artists require money for their supplies and equipment. In the case of actors, it is very difficult to create great performances when one is hungry and without shelter. Artists often cannot create art without spending some money. Donations are theoretical payment but a price tag is guaranteed payment (provided people are honest and don’t steal). Perhaps recognizing this flaw in his reasoning, Stallman suggests that the state should provide financial support to artists. Some conservatives might argue that the already exists in the form of welfare.</p>
<p>I like his idea of donations based on a push button model. Imagine walking through a gallery and seeing a painting you think is absolutely breathtaking. You could automatically donate one dollar or more to the living artist or to the gallery based on your enjoyment of that work. Artists would receive direct payment instantly allowing them to continue their work. It still doesn’t get around the fact that artists require initial funds in order to create their work in the first place.</p>
<p>Although Stallman’s talk focused on software, his ideas have many implications for other disciplines and demonstrates once again that <strong>Art is everywhere.</strong></p>
<p><strong></strong></p>
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		<title>3D Definitions for the Newbie</title>
		<link>http://www.4colorgrafix.net/2008/12/3d_defn/</link>
		<comments>http://www.4colorgrafix.net/2008/12/3d_defn/#comments</comments>
		<pubDate>Sat, 27 Dec 2008 00:21:56 +0000</pubDate>
		<dc:creator>Webmaster K</dc:creator>
				<category><![CDATA[3-D Modeling]]></category>

		<guid isPermaLink="false">http://www.4colorgrafix.net/?p=26</guid>
		<description><![CDATA[<p>  When I first started in 3-D design, some terms were familiar to me because I had studied mathematics but many new terms were thrown at me that I did not understand. Over time I came to understand what these meant and I would like to share this knowledge with those new to 3-D. These definitions are entirely my own. I reserve the right to change them at any time.<br ]]></description>
			<content:encoded><![CDATA[<p>When I first started in 3-D design, some terms were familiar to me because I had studied university-level mathematics but many new terms were thrown at me that I did not understand. Over time I came to understand what these meant and I would like to share this knowledge with those new to 3-D. These definitions are entirely my own. I reserve the right to change them at any time.</p>
<table style="font-size: 16px;" border="0" cellpadding="2" width="618">
<tbody>
<tr width="300">
<td width="290" valign="top"><img src="http://www.4colorgrafix.net/images/4blog/bezier.png" alt="" width="290" height="100" /></td>
<td width="320" valign="top"><strong>Bezier Curve:</strong><br />
A curve that is defined by a series of control points. Manipulating the control points reshapes the curve. <em>Bezier curves</em> belong to a class of curves called <em>splines</em>.</td>
</tr>
<tr>
<td valign="top"><img src="http://www.4colorgrafix.net/images/4blog/bumpmap.jpg" alt="" width="290" height="200" /></td>
<td valign="top"><strong><span class="bold">Bump Map:</span></strong><br />
A <em>UV map</em> where black represents shadowed areas, white represents lighted areas, and shades of gray represent different levels of lighting. <em>Bump maps</em> create the illusion of detail much the same way actors use makeup to appear like they have deep scars or wrinkles. <em>Bump maps</em> do not alter the underlying geometry. Compare this to <em>displacement maps</em>.</td>
</tr>
<tr>
<td valign="top"><img src="http://www.4colorgrafix.net/images/4blog/collada.jpg" alt="" width="290" height="100" /></td>
<td valign="top"><strong><span class="bold">COLLADA (*.dae): </span></strong><br />
A Universal industry standard format used for saving 3-D files and transfering them from one application to another. COLLADA is managed by the not-for-profit technology consortium, the Khronos Group.<strong><br />
</strong></td>
</tr>
<tr>
<td colspan="2"><strong><span class="bold">Crease Angle:</span></strong><br />
This is the value used to smooth out a polygonal surface.  Higher angles result in greater smoothing. Lower angles result in a &#8220;blockier&#8221; looking image.</td>
</tr>
<tr>
<td colspan="2" valign="top"><strong><span class="bold">Diffuse Color:</span></strong><br />
The light reflected from an object when exposed to pure white light. This represents the true color of an object.</td>
</tr>
<tr>
<td><img src="http://www.4colorgrafix.net/images/4blog/dispmap.jpg" alt="" width="290" height="200" /></td>
<td valign="top"><strong><span class="bold">Displacement Map:</span></strong><br />
A specialized <em>UV Map</em> where black represents flattened areas, white represents raised areas, and shades of gray represent different levels of height. Displacement Maps alter the location of vertices and edges in the underlying object. In general, it is much easier to modify geometry with a <em>displacement map</em> than to add additional faces.</td>
</tr>
<tr>
<td colspan="2" valign="top"><strong><span class="bold">Edge:</span></strong><br />
A line defined by two vertices on a <em>polygonal surface</em>.</td>
</tr>
<tr>
<td colspan="2" valign="top"><strong><span class="bold">Face:</span></strong><br />
A single quadrilateral made up of 4 <em>edges</em> and 4 <em>vertices</em> or a single triangle made up of 3 <em>edges</em> and 3 <em>vertices</em>.</td>
</tr>
<tr>
<td colspan="2" valign="top"><strong><span class="bold">Global Illumination:</span></strong><br />
All the light in a scene, including direct illumination from light sources such as lamps and the sun, as well as indirect illumination due to light reflected from objects in the scene. For example, when near a red shiny object, some of the surrounding objects pick-up reflected red light. Calculating global illumination is a computationally expensive process.</td>
</tr>
<tr>
<td colspan="2" valign="top"><strong><span class="bold">Least Squares Conformal Mapping (LSCM):</span></strong><br />
LSCM reduces the amount of distortion in a UV map by keeping each grid as square as possible.</td>
</tr>
<tr>
<td valign="top"><img src="http://www.4colorgrafix.net/images/4blog/morph.jpg" alt="" width="291" height="200" /></td>
<td valign="top"><strong><span class="bold">Morph:</span> </strong><br />
As a verb, the process of changing a 3-D object into another object without changing the number or order of edges and vertices. This is most commonly used to transform the face or body of one figure into another. As a noun, the result of this process, hence &#8220;Elite Morph for Victoria 4&#8243;. The advantage of morphing is that one high quality figure can be used to represent multiple characters.</td>
</tr>
<tr>
<td valign="top"><img src="http://www.4colorgrafix.net/images/4blog/nonmani.jpg" alt="" width="290" height="290" /></td>
<td valign="top"><span class="bold"><strong>Non-Manifold Surface:</strong> </span><br />
These types of surfaces can break many 3-D applications, especially Poser&#8217;s Cloth Room. Real-world solids have the property that, at every section on the surface, a small enough ball around that section is divided into exactly two pieces, one inside and one outside the surface. <em>Non-manifold surfaces </em>are physically impossible objects because they violate this rule. For example, a ball no matter how small could be divided into more than two pieces when passing through a section of a <em>non-mainfold</em> surface. This can be described mathematically but there is no way to visualize it.</td>
</tr>
<tr>
<td colspan="2"><a href="http://www.nevercenter.com">Silo from Nevercenter</a> gives 3-D artists a quick method for finding non-manifold surfaces. Go into Silo&#8217;s <strong>Selection</strong> menu under <strong>Select Special Geometry</strong> and select edges with more than two faces (<strong>opt Edges with faces &gt; 2</strong>). This will highlight the nonmanifold surfaces in your 3-d mesh.</td>
</tr>
<tr>
<td colspan="2"><strong><span class="bold">Non-Uniform Rational B-Spline (NURB): </span></strong><br />
A curve or bumpy surface in 3-D space that is defined by a series of control points and a knot vector. Manipulating the control points reshapes the NURB. NURBS differ from Bezier Curves in that the control points are given different weights or levels of emphasis.</td>
</tr>
<tr>
<td colspan="2"><strong><span class="bold">Normal:</span></strong><br />
An imaginary arrow that points out from a 3-D surface. The direction of a normal determines how an object is displayed.</td>
</tr>
<tr>
<td colspan="2"><strong><span class="bold">Polygonal surface:</span></strong><br />
A 3-D surface made up of many <em>faces</em>.</td>
</tr>
<tr>
<td colspan="2"><strong><span class="bold">Render: </span></strong><br />
As a verb, <em>render</em> is the process of creating a 2-D bitmap image from a 3-D model using realistic lighting and reflection. As a noun, <em>render</em> is the end result of this process.</td>
</tr>
<tr>
<td colspan="2"><span class="bold">Specular Reflection:</span><br />
Highlights. Shiny object have a higher <em>specular reflection </em>than matte objects.</td>
</tr>
<tr>
<td colspan="2"><span class="bold"> <strong>Spline:</strong></span><br />
A curve that is made up of pieces of smaller curves. Each piece is defined by a different equation.</td>
</tr>
<tr>
<td colspan="2"><strong><span class="bold">Transparency Map:</span></strong><br />
A <em>UV Map</em> where black represents invisibility, white represents opaqueness, and shades of gray represent different levels of transparency. Transparency maps are useful for creating realistic looking hair and skin.</td>
</tr>
<tr>
<td colspan="2"><strong><span class="bold">Texture Map:</span></strong><br />
A <em>UV Map </em>that applies color to an object.</td>
</tr>
<tr>
<td valign="top"><img src="http://www.4colorgrafix.net/images/4blog/uv_map.jpg" alt="" width="290" height="100" /></td>
<td valign="top"><strong><span class="bold">UV Mapping:</span></strong><br />
The process by which a 2-Dimensional texture is applied to a 3-Dimensional surface. UV mapping allows digital artists to &#8220;fake&#8221; detail in a 3-D object, thus reducing development time. UV unwrapping involves the inverse process, flattening a 3D object into a 2D texture.</td>
</tr>
<tr>
<td colspan="2"><strong><span class="bold">Vertex:</span></strong><br />
A  point. The plural of <em>vertex</em> is <em>vertices</em>.</td>
</tr>
<tr>
<td colspan="2"><strong><span class="bold">Wavefront Object (*.obj):</span></strong><br />
The most common type of <em>polygonal surface</em>. It was the de-facto standard used for transferring 3-D objects from one 3-D application to another. The <em>COLLADA</em> format is replacing it.</td>
</tr>
</tbody>
</table>
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		<title>Credit Crunch Crisis</title>
		<link>http://www.4colorgrafix.net/2008/09/credit-crunch-crisis/</link>
		<comments>http://www.4colorgrafix.net/2008/09/credit-crunch-crisis/#comments</comments>
		<pubDate>Mon, 22 Sep 2008 04:34:46 +0000</pubDate>
		<dc:creator>Webmaster K</dc:creator>
				<category><![CDATA[Art is everywhere]]></category>
		<category><![CDATA[Ethics]]></category>

		<guid isPermaLink="false">http://www.4colorgrafix.net/2008/09/21/credit-crunch-crisis/</guid>
		<description><![CDATA[<h2>... or The Ballad of Joe Blow &#38; Joe CEO</h2>
<p style="width:250px;">
Joe CEO made lots of bad bets.
Joe CEO ended up with bad debt.
Joe CEO says government is bad.
But Joe CEO doesn't follow his own fad.

Hungry &#38; Poor? Get out of line!
Joe CEO is running out of time.
You see, Joe CEO is TOO BIG TO FAIL !
As for Joe Blow... that's another tale.

Joe CEO is now in the sunny Caribbean.
Sipping piña colada and watching the scene.
But Joe Blows of the world have a role to fill;
We are the ones stuck with the bill!

Copyright © 2008 by Kofi Garbrah
</p>
<p style="font-size: 10px;"><a href="http://www.abcgallery.com/D/daumier/daumier88.html"><img src="http://www.4colorgrafix.net/images/4blog/gargantua.jpg" alt="" /></a><br />
Honore Daumier says it best... Tax-dollars go in, favours to friends of the king come out!</p]]></description>
			<content:encoded><![CDATA[<h2>&#8230; or The Ballad of Joe Blow &amp; Joe CEO</h2>
<p style="width:250px;">
Joe CEO made lots of bad bets.<br />
Joe CEO ended up with bad debt.<br />
Joe CEO says government is bad.<br />
But Joe CEO doesn&#8217;t follow his own fad.</p>
<p>Hungry &amp; Poor? Get out of line!<br />
Joe CEO is running out of time.<br />
You see, Joe CEO is TOO BIG TO FAIL !<br />
As for Joe Blow&#8230; that&#8217;s another tale.</p>
<p>Joe CEO is now in the sunny Caribbean.<br />
Sipping piña colada and watching the scene.<br />
But Joe Blows of the world have a role to fill;<br />
We are the ones stuck with the bill!</p>
<p>Copyright © 2008 by Kofi Garbrah
</p>
<p style="font-size: 10px;"><a href="http://www.abcgallery.com/D/daumier/daumier88.html"><img src="http://www.4colorgrafix.net/images/4blog/gargantua.jpg" alt="" /></a><br />
Honore Daumier says it best&#8230; Tax-dollars go in, favours to friends of the king come out!</p>
]]></content:encoded>
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		<title>5 More Tips for Making Poser Clothes</title>
		<link>http://www.4colorgrafix.net/2008/09/5-more-tips-for-making-poser-clothes/</link>
		<comments>http://www.4colorgrafix.net/2008/09/5-more-tips-for-making-poser-clothes/#comments</comments>
		<pubDate>Sun, 07 Sep 2008 16:22:37 +0000</pubDate>
		<dc:creator>Webmaster K</dc:creator>
				<category><![CDATA[3-D Modeling]]></category>

		<guid isPermaLink="false">http://www.4colorgrafix.net/2008/09/07/5-more-tips-for-making-poser-clothes/</guid>
		<description><![CDATA[<h3><strong>...Or 5 More Things I wish I knew before wasting many hours doing the wrong things modeling Poser Clothes!</strong>
<ol>
	<li><a href="#tip1">Don't use triangles in your mesh.</a></li>
	<li><a href="#tip2">Keep your meshes as straight as possible.</a></li>
	<li><a href="#tip3">Group your meshes as you model them.</a></li>
	<li><a href="#tip4">Use Multiple Threads in Poser for your renders.</a></li>
	<li><a href="#tip5">Be careful of exploding Morphs!</a></li>
</ol>
</h3>
Continuing in the tradition of <a href="http://www.4colorgrafix.net/2008/01/13/10-tips-for-making-poser-clothes/">10 tips for making poser clothes</a>, here are 5 more helpful tips. There is some math involved but don't worry, you won't have to do any calculations!]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.4colorgrafix.net/images/4blog/explode.jpg" alt="explosion" width="551" height="386" /></p>
<h3><strong>&#8230;Or 5 More Things I wish I knew before wasting many hours doing the wrong things modeling Poser Clothes!</strong></p>
<ol>
<li><a href="#tip1">Don&#8217;t use triangles in your mesh.</a></li>
<li><a href="#tip2">Keep your meshes as straight as possible.</a></li>
<li><a href="#tip3">Group your meshes as you model them.</a></li>
<li><a href="#tip4">Use Multiple Threads in Poser for your renders.</a></li>
<li><a href="#tip5">Be careful of exploding Morphs!</a></li>
</ol>
</h3>
<p>Continuing in the tradition of <a href="http://www.4colorgrafix.net/2008/01/13/10-tips-for-making-poser-clothes/">10 tips for making poser clothes</a>, here are 5 more helpful tips. There is some math involved but don&#8217;t worry, you won&#8217;t have to do any calculations!</p>
<p><a title="tip1" name="tip1"></a><strong>1. Don&#8217;t use triangles in your mesh.</strong></p>
<p>If you plan to use the clothes you have modeled in Poser&#8217;s Cloth Room, triangles will kill the simulation process. If you try sub-dividing a  triangle mesh using <a href="http://www.nevercenter.com/">Nevercenter&#8217;s Silo</a> (type &#8216;C&#8217;), the result will be a mesh with huge gaps; some polygons will be smooth while others fly hundreds of units away from your figure. There is  probably a mathematical reason for this; all manipulations in 3D Applications are based upon linear algebra. I suspect division by zero may be the culprit. At any rate, its best to avoid triangle meshes. Better to use meshes composed of quadrilaterals (4-sided shapes. e.g. squares, rectangles, trapezoids, and parallelograms).</p>
<p><strong><a title="tip2" name="tip2"></a>2.Keep your meshes as straight as possible.<br />
</strong>This tip makes a big difference in UV mapping. the closer to 90 degree (right) angles the mesh is, the easier it is to create a smooth UV Map over-top the mesh. The ideal mesh would consist entirely of rectangles. To create realistic looking folds it sometimes becomes necessary to violate this tip but try as much as possible to follow it.</p>
<p><strong><a title="tip3" name="tip3"></a>3.Group your meshes as you model them.<br />
</strong>What newbies often do is create clothing as a single object and then create groups for the abdomen, chest, etc. afterward. To save time and to ensure your clothes bend as naturally as possible, it is best to define the groups as you model them. Depending upon your modeler, you may be able to copy the exact locations of the body parts of your target figure (Victoria 4, Apollo Maximus, etc.).</p>
<p><strong><a title="tip4" name="tip4"></a>4. Use Multiple Threads in Poser for your renders.<br />
</strong>Splitting your render into separate threads will speed up rendering time. I also found it prevented a problem with crashing in Poser 7. The maximum number of threads you can use is 4 in Poser 7. I tried rendering a separate process but I found that actually slows things down. You can find these controls on a Mac under P<strong>oser 7 &gt; Preferences &gt; Render</strong>. On a PC, <strong>Edit &gt; Preferences &gt; Render.</strong></p>
<p><a title="tip5" name="tip5"></a><strong>5. Be careful of exploding Morphs!<br />
</strong>This tip applies to all figures, not just clothes. When creating morphs, be careful which programs you use to create them. Edge order matters for morphs and some modelers will change the order of your edges resulting in the exploding mess shown at the start of this article. If you create morphs within Poser itself this is usually not an issue but Poser has limited morph creation tools. I use <a href="http://www.nevercenter.com/">Nevercenter&#8217;s Silo</a> for morph creation. This tool is extremely powerful for creating morphs, improving models made in other programs and making models from scratch.</p>
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