It is really important to understand what you have recently done in the previous quarter. Efficient timing and high quality rendering counts part as your grading rubric. For future practice in 3ds Max for fourth quarter, Me and the teacher are expecting for the same expectations of work being done on time and good work accuracy.
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Source; polycount.com/discussion/188299/how-do-practice-3d-modeling-skills
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3d modeling has been a great aspect to work with over the past months of this class. What comes to mind is determining which modeling software would also be a good platform to perform and test your modeling skills on. I’ve been doing recent research and there were many great softwares hard to choose. There’s many other than 3ds Max such as Blender, Maya, and Zbrush. I am still a learner and beginner, however I can still tell you why these are good. They perform with great excellence of high quality and for professional use. There are also some for those who beginners like me, such as Cinema 4D. It is also professional, and good in motion graphics too. Its very important to explore new modeling softwares that you have yet not reached, therefore it will help you later on in your career. Many options are to choose, so it’s up to you!
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Source; www.creativebloq.com/features/best-3d-modelling-software Now that winter break is over and the near end of second quarter is coming, I like to reflect and review the modeling techniques/topics we had done. I've got more interesting information from my experience. Adding up all the techniques from the previous reflective posts I've recently blogged about, it includes about parametric, simulations, different uses of modifiers, and a new topic I haven't mentioned yet is rendering your model in Mental Ray or V-Ray. They render your 3D modeling in a high, real life-like quality. But back to the post, these techniques will be a true definite helpful source of skills for future modeling assignments, such as making more highly advanced vehicles, architecture buildings, cities with moving objects, and anything else that is in a new level of advancement of modeling and animation. For me I can use these techniques to design Apple products, since the satisfying high-quality commercials has caught my attention. I can use different amount and types of forces such as the Gravity Space Warp to simulate how the product moves, just exactly how they performed in their commercials. For the edges and sides of the model, I can create smooth curves like how Apple designed the sides of the previous iphone X, and applying modifiers such as Turbosmooth for better results. Most of the products I've seen designed by them are surprisingly curved, such as the ipad, Airpods, Magic Mouse, and the list goes on. Eventually the work could be rendered in Mental-ray or V-Ray in order to give them the high-quality gloss appearance. It was the particle systems, the rendering in Mental-Ray/V-Ray and forces simulation that gained my interest. It appealed more to the real life world, helping me understand how physics and motion work.
Overall Summary; - Previous techniques can be used to master upcoming assignment on 3d modeling. -Good model efficiency for better result Source 1; architizer.com/blog/practice/tools/ten-tips-for-3ds-max/ Source 2; cgtricks.com/7-basic-modeling-tips-3ds-max/ |
AuthorHello! I'm Andrew-Nguyen. I'll be posting and reflecting of what I will learn in Game art design of 2018-19. Stay tuned for more soon!! Archives
June 2019
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Last Updated by 5/24/19
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