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Greeble
A greeble ( ), or "nurnies", is a part harvested from plastic modeling kits to be applied to an original model as a detail element. The practice of using parts in this manner is called "kitbashing". Etymology The term "greeblies" was first used by effects artists at Industrial Light & Magic in the 1970s to refer to small details added to models. According to model designer and fabricator Adam Savage, George Lucas, Industrial Light & Magic's founder, coined the term "Greeble". Ron Thornton is widely believed to have coined the term "nurnies" referring to CGI technical detail that his company Foundation Imaging produced for the ''Babylon 5'' series, while the model-making team of '' 2001: A Space Odyssey'' referred to them as "wiggets". Other uses Greebles are also used to enhance interior sets. In ''Star Trek'', corridor walls were decorated with objects such as pieces of pipe, which extended out from walls, usually with several fittings and a label implying it was an important ...
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Greeble
A greeble ( ), or "nurnies", is a part harvested from plastic modeling kits to be applied to an original model as a detail element. The practice of using parts in this manner is called "kitbashing". Etymology The term "greeblies" was first used by effects artists at Industrial Light & Magic in the 1970s to refer to small details added to models. According to model designer and fabricator Adam Savage, George Lucas, Industrial Light & Magic's founder, coined the term "Greeble". Ron Thornton is widely believed to have coined the term "nurnies" referring to CGI technical detail that his company Foundation Imaging produced for the ''Babylon 5'' series, while the model-making team of '' 2001: A Space Odyssey'' referred to them as "wiggets". Other uses Greebles are also used to enhance interior sets. In ''Star Trek'', corridor walls were decorated with objects such as pieces of pipe, which extended out from walls, usually with several fittings and a label implying it was an important ...
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Fractal
In mathematics, a fractal is a geometric shape containing detailed structure at arbitrarily small scales, usually having a fractal dimension strictly exceeding the topological dimension. Many fractals appear similar at various scales, as illustrated in successive magnifications of the Mandelbrot set. This exhibition of similar patterns at increasingly smaller scales is called self-similarity, also known as expanding symmetry or unfolding symmetry; if this replication is exactly the same at every scale, as in the Menger sponge, the shape is called affine self-similar. Fractal geometry lies within the mathematical branch of measure theory. One way that fractals are different from finite geometric figures is how they scale. Doubling the edge lengths of a filled polygon multiplies its area by four, which is two (the ratio of the new to the old side length) raised to the power of two (the conventional dimension of the filled polygon). Likewise, if the radius of a filled sphere i ...
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Bump Mapping
Bump mapping is a texture mapping technique in computer graphics for simulating bumps and wrinkles on the surface of an object. This is achieved by perturbing the surface normals of the object and using the perturbed normal during lighting calculations. The result is an apparently bumpy surface rather than a smooth surface although the surface of the underlying object is not changed. Bump mapping was introduced by James Blinn in 1978.Blinn, James F"Simulation of Wrinkled Surfaces" Computer Graphics, Vol. 12 (3), pp. 286-292 SIGGRAPH-ACM (August 1978) Normal mapping is the most common variation of bump mapping used. Principles Bump mapping is a technique in computer graphics to make a rendered surface look more realistic by simulating small displacements of the surface. However, unlike displacement mapping, the surface geometry is not modified. Instead only the surface normal is modified ''as if'' the surface had been displaced. The modified surface normal is then used fo ...
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Kitbashing
Kitbashing or model bashing is a practice whereby a new scale model is created by taking pieces out of kits. These pieces may be added to a custom project or to another kit. For professional modelmakers, kitbashing is popular to create concept models for detailing movie special effects. Commercial model kits are a ready source of "detailing", providing any number of identical, mass-produced components that can be used to add fine detail to an existing model. Professionals often kitbash to build prototype parts which are then recreated with lightweight materials. The term is also used to refer to combining different digital art assets. Circular reference when it comes to traditional kitbashing, use only for digital Purposes, history, and methods For the hobbyist, kitbashing saves time that would be spent scratch building an entire model. Hobbyists may kitbash to create a model of a subject (real or imaginary) for which there is not a commercial kit. Although it has a long hi ...
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Industrial Light & Magic
Industrial Light & Magic (ILM) is an American motion picture visual effects company that was founded on May 26, 1975 by George Lucas. It is a division of the film production company Lucasfilm, which Lucas founded, and was created when he began production on the original ''Star Wars'', now the fourth episode of the Skywalker Saga. ILM originated in Van Nuys, California, then later moved to San Rafael in 1978, and since 2005 it has been based at the Letterman Digital Arts Center in the Presidio of San Francisco. In 2012, The Walt Disney Company acquired ILM as part of its purchase of Lucasfilm. History Lucas wanted his 1977 film ''Star Wars'' to include visual effects that had never been seen on film before. After discovering that the in-house effects department at 20th Century Fox was no longer operational, Lucas approached Douglas Trumbull, best known for the effects on '' 2001: A Space Odyssey'' (1968) and '' Silent Running'' (1972). Trumbull declined as he was already commit ...
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3D Studio Max
Autodesk 3ds Max, formerly 3D Studio and 3D Studio Max, is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment. It has modeling capabilities and a flexible plugin architecture and must be used on the Microsoft Windows platform. It is frequently used by video game developers, many TV commercial studios, and architectural visualization studios. It is also used for movie effects and movie pre-visualization. 3ds Max features shaders (such as ambient occlusion and subsurface scattering), dynamic simulation, particle systems, radiosity, normal map creation and rendering, global illumination, a customizable user interface, and its own scripting language. History The original 3D Studio product was created for the DOS platform by the Yost Group, and published by Autodesk. The release of 3D Studio made Autodesk's previous 3D rendering package AutoShade obsolete. After 3D S ...
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Special Effects
Special effects (often abbreviated as SFX, F/X or simply FX) are illusions or visual tricks used in the theatre, film, television, video game, amusement park and simulator industries to simulate the imagined events in a story or virtual world. Special effects are traditionally divided into the categories of mechanical effects and optical effects. With the emergence of digital film-making a distinction between special effects and visual effects has grown, with the latter referring to digital post-production and optical effects, while "special effects" refers to mechanical effects. Mechanical effects (also called practical or physical effects) are usually accomplished during the live-action shooting. This includes the use of mechanized props, scenery, scale models, animatronics, pyrotechnics and atmospheric effects: creating physical wind, rain, fog, snow, clouds, making a car appear to drive by itself and blowing up a building, etc. Mechanical effects are also often inco ...
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