To say at least, I've learned a lot of unknown features in 3ds Max, however still many complications. I've learned how to alter different settings in the render for high good quality, use UVW mapping, and applying maps to physical material. Quarter three now focuses in targeting how well you can render your modeling assignment. Especially, what is most important is knowing your detailed icons in the material editor, taught form last year in freshmen year. In the material editor, this is where applying your material maps and assigning them to certain objects take place. The rendering topic is probably where my favorite spot is now so far in. Concentrating to real life rendering, it took me a long way just to learn the right way to render. Some of my complications I ran into have been discussed recently from my old posts, and yes, there will still be challenges as I learn more new stuff. but overall, it's good right now.
Source; knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-988BEF83-698B-4807-96AC-79089392E57E-htm.html
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Now that this is my second year and it is far into the third quarter, my main new interest is about modeling historical vehicles, such as tanks, bombers, fighter planes, and navy ships. The reason why I am such interested in this idea is because I have a high interest of the warfare vehicles themselves. The vehicles performed such great firepower, multiple purposes of saving people's lives, mobility, and were so stunning. They were legends. Therefore, I this is why I love creating this idea. Using the skills I've learned over the previous years, it made me come and ask several questions. How do I make the tracks? I do I create a hull of a cruiser or the turret of a battleship? I will have to create and manipulate my polygons and objects. The best part would be applying the maps/textures and rendering it. Sport cars would also be another pin point of interest, but I suppose the historical made the history first.
Source; nypost.com/2013/11/13/smithsonian-creating-3d-models-of-historical-artifacts/ It is now quarter three, and we've started off with rendering models in our assignments. I loved the practicing of applying different types of textures onto objects, which turns the modeling object into a realistic life-like feel. One new modifier we now use is something known as the UVW mapping. Simply in what it does, it manipulates how your mapped and materials result appears on the surface of your modeling object. How do you make this happen? In my experience, I moved and alter the Gizmo of the mapping. For me, what was really interesting about using the UVW modifier was really enjoyable and helpful. It made things easier and made me satisfied of my end results. The difficult part of this process is that you have to take your time inspecting close attention and detail to your mapping. Your alignments must be accurate and good in order to have a realistic render. There many options to how you would like to control your alignments in the UVW mapping's settings. Sometimes during my modeling assignments, there were issues with the correct layout of my bitmaps. A frustration frequently comes into my mind of how to deal with this kind of problem. Normally, the process would take a while getting it into place. This is why some of my friends finish their's faster than I, but over time it's good getting used to it. The UVM mapping is a really good and nifty part to deal with in this quarter so far, and I'm very impressed of what it does. For future references, I could use more practice of UVW mapping on more complex projects, such as a gas can or a soda can.
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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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