Hexagon (software)
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Hexagon (software)
Hexagon is a subdivision-type 3D modeler owned by Daz 3D. It was originally developed and published by Eovia and was acquired shortly before the release of version 2.0 by Daz 3D in 2006. The software drew heavily on Eovia's other modeler, Amapi (it shared the same developers), though it omitted the NURBs and precision measuring tools. The focus is subdivision modeling, but it includes spline tools and surface tools. Because of the two omissions, it is not as well suited to product design as Amapi, but is aimed more at illustrative and character modeling, with an eye to making it accessible for those new to working in 3D. Version 2.0 added UV unwrapping tools and a selection of 3D painting tools, though these are still quite basic and do not include layers. Also added was the facility to paint in displacement, or "3D sculpting", which makes Hexagon particularly well suited for organic modeling. Hexagon continues to be developed under Daz 3D's ownership, with version 2.2 releas ...
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Daz 3D
Daz Productions, Inc. (commonly known as Daz 3D, stylized Daz3D or DAZ 3D in some logos) is a 3D-content and software company specializing in providing rigged 3D human models, associated accessory content, and software to the hobbyist as well as the prosumer market. Daz 3D has a library of over 5 million assets for Daz Studio and other applications that allow users to create high-quality exportable 3D renders and animations. Daz 3D has continued to focus on 3D-content development, but has also expanded their own software offerings as well, with purchases of several notable 3D applications: * Bryce, a fractal-based landscape modeler and renderer acquired from Corel by Daz 3D in 2004. * Hexagon, a 3D mesh modeler originally developed by Eovia, acquired by Daz 3D in 2006. * Carrara, a general purpose 3D modeler/animation package also acquired from Eovia in 2006. Additionally, Daz 3D developed their own scene creator software, Daz Studio, as an alternative to Poser. Histor ...
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Software
Software is a set of computer programs and associated documentation and data. This is in contrast to hardware, from which the system is built and which actually performs the work. At the lowest programming level, executable code consists of machine language instructions supported by an individual processor—typically a central processing unit (CPU) or a graphics processing unit (GPU). Machine language consists of groups of binary values signifying processor instructions that change the state of the computer from its preceding state. For example, an instruction may change the value stored in a particular storage location in the computer—an effect that is not directly observable to the user. An instruction may also invoke one of many input or output operations, for example displaying some text on a computer screen; causing state changes which should be visible to the user. The processor executes the instructions in the order they are provided, unless it is instructed ...
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Rigging (animation)
Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a surface representation used to draw the character (called the ''mesh'' or ''skin'') and a hierarchical set of interconnected parts (called ''bones'', and collectively forming the ''skeleton'' or ''rig''), a virtual armature used to animate (''pose'' and ''keyframe'') the mesh. While this technique is often used to animate humans and other organic figures, it only serves to make the animation process more intuitive, and the same technique can be used to control the deformation of any object—such as a door, a spoon, a building, or a galaxy. When the animated object is more general than, for example, a humanoid character, the set of "bones" may not be hierarchical or interconnected, but simply represent a higher-level description of the motion of the part of mesh it is influencing. The technique was introduced in 1988 by Nadia Magnen ...
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Rendering (computer Graphics)
Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a ''scene file'' containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output. Rendering is one of the major sub-topics of 3D computer graphics, and in practice it is always connected to the others. It is the last major step in the gr ...
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Computer Animation
Computer animation is the process used for digitally generating animations. The more general term computer-generated imagery (CGI) encompasses both static scenes (still images) and dynamic images (moving images), while computer animation refers to moving images. Modern computer animation usually uses 3D computer graphics to generate a three-dimensional picture. The target of the animation is sometimes the computer itself, while other times it is film. Computer animation is essentially a digital successor to stop motion techniques, but using 3D models, and traditional animation techniques using frame-by-frame animation of 2D illustrations. Computer-generated animations can also allow a single graphic artist to produce such content without the use of actors, expensive set pieces, or props. To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new image that is similar to it but advanced slightly in time (usually at a ra ...
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Digital Sculpting
Digital sculpting, also known as sculpt modeling or 3D sculpting, is the use of software that offers tools to push, pull, smooth, grab, pinch or otherwise manipulate a digital object as if it were made of a real-life substance such as clay. Sculpting technology The geometry used in digital sculpting programs to represent the model can vary; each offers different benefits and limitations. The majority of digital sculpting tools on the market use mesh-based geometry, in which an object is represented by an interconnected surface mesh of polygons that can be pushed and pulled around. This is somewhat similar to the physical process of beating copper plates to sculpt a scene in relief. Other digital sculpting tools use voxel-based geometry, in which the volume of the object is the basic element. Material can be added and removed, much like sculpting in clay. Still other tools make use of more than one basic geometry representation. A benefit of mesh-based programs is that they suppor ...
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UV Mapping
UV mapping is the 3D modeling process of projecting a 3D model's surface to a 2D image for texture mapping. The letters "U" and "V" denote the axes of the 2D texture because "X", "Y", and "Z" are already used to denote the axes of the 3D object in model space, while "W" (in addition to XYZ) is used in calculating quaternion rotations, a common operation in computer graphics. Process UV texturing permits polygons that make up a 3D object to be painted with color (and other surface attributes) from an ordinary image. The image is called a UV texture map.Mullen, T (2009). Mastering Blender. 1st ed. Indianapolis, Indiana: Wiley Publishing, Inc. The UV mapping process involves assigning pixels in the image to surface mappings on the polygon, usually done by "programmatically" copying a triangular piece of the image map and pasting it onto a triangle on the object.Murdock, K.L. (2008). 3ds Max 2009 Bible. 1st ed. Indianapolis, Indiana: Wiley Publishing, Inc. UV texturing is an alter ...
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Amapi
Amapi was a 3D modeler created by Yonowat S.A. that incorporates both polygonal modeling and NURBS surface modeling. Amapi was used to create models for industrial design, architecture, interior design, furniture, exhibit design, packaging, bottling, illustration, video games and multimedia. The name of both the company and the software originate from a common saying by the cartoon character Droopy: "You know what? I'm happy.". Amapi offered an original interface compared to other contemporary modeling software. The software divided modeling into three main activities: construction, modeling, and assembly. Switching between these three activities was accomplished by swiping the cursor against the right hand side of the screen, an example of a gestural user interface. History Originally developed by Yonowat S.A. in 1993, Amapi was sold to Template Graphics Software in 1997. TGS developed and sold the software under its Eovia brand. In 2006, Eovia sold the Carrara and Amapi base ...
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Eovia
The Eovia Corporation was founded in November 2000, with offices in both the US and France. The company's 3D computer graphics software products were aimed towards professional and amateur artists, with a focus on remaining accessible in price and usability. On April 25, 2006, it was announced that DAZ Productions (now Daz 3D Inc) had acquired the US division of Eovia, as well as the rights to Carrara and Hexagon. In June 2006, Amapi, Eovia's last remaining product, was acquired by e frontier. However, the future of Amapi's development is unclear, as it relies on the rendering engine from Carrara 3, now a Daz 3D product. In July 2007, e frontier closed the France branch and let the Amapi development team go. In March 2012, EOVIA founded a new Asset management company, Trade my Bitcoin in London with the participation of BARCLAYS Securities. Products * Carrara: Originally acquired from MetaCreations, Carrara is a toolset used for 3D modeling, texturing, animation, and ind ...
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Windows 2000
Windows 2000 is a major release of the Windows NT operating system developed by Microsoft and oriented towards businesses. It was the direct successor to Windows NT 4.0, and was Software release life cycle#Release to manufacturing (RTM), released to manufacturing on December 15, 1999, and was officially released to retail on February 17, 2000. It was Microsoft's business operating system until the introduction of Windows XP Professional in 2001. Windows 2000 introduced NTFS 3.0, Encrypting File System, as well as basic and dynamic disk storage. Support for people with disabilities was improved over Windows NT 4.0 with a number of new Assistive technology, assistive technologies, and Microsoft increased support for different languages and Locale (computer software), locale information. The Windows 2000 Server family has additional features, most notably the introduction of Active Directory, which in the years following became a widely used directory service in business environmen ...
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3D Modeler
In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, and polygons in a simulated 3D space. Three-dimensional (3D) models represent a physical body using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc. Being a collection of data ( points and other information), 3D models can be created manually, algorithmically (procedural modeling), or by scanning. Their surfaces may be further defined with texture mapping. Outline The product is called a 3D model. Someone who works with 3D models may be referred to as a 3D artist or a 3D modeler. A 3D Model can also be displayed as a two-dimensional image through a process called 3D rendering or used in a computer simulation of physical phenomena. 3D Models may be created aut ...
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Subdivision Modeling
Box modeling is a technique in 3D modeling where a primitive shape (such as a box, cylinder, sphere, etc.) is used to make the basic shape of the final model. This basic shape is then used to sculpt out the final model. The process uses a number of repetitive steps to reach the final product, which can lead to a more efficient and more controlled modelling process. Subdivision Subdivision modeling is derived from the idea that as a work is progressed, should the artist want to make their work appear less sharp, or "blocky", each face would be divided up into smaller, more detailed faces (usually into sets of four). However, more experienced box modelers manage to create their model without subdividing the faces of the model. Basically, box modeling is broken down into the very basic concept of polygonal management. Quads Quadrilateral faces, commonly named "quads", are the fundamental entity in box modeling. If an artist were to start with a cube, the artist would have six quad f ...
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