Ah yes, with a few weeks left in school, and we are one unit away from Rigging, which seems difficult already. Camera and lighting are the two units where we are currently in. So far, the two sets are another real simulator. How? The camera unit demonstrates how to use and film with camera and alter its lens settings. Meanwhile the Lighting unit shows real life lighting works, such as Skylight, Directional, Omni, and Photometric. In my experience, it was a little tricky when it comes to setting the parameters correctly and accurately to make it function properly. But overall both the units are not as bad, they are easy to say, as we understand how to use our 3d modeling thinking to help ourselves understand how they work.
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Source; knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2019/ENU/3DSMax-Getting-Started/files/GUID-CE44A3D7-0C03-43D0-A187-A63B228449B6-htm.html
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World of Tanks Blitz, played by 100 million players worldwide, is one of the best mobile combat action games made by Wargaming. This game where you play as mid 20th-century to modern day tanks. Over more than a hundred types of tanks, coming from the United States, Great Britain, the USSR, Japan, China, and France. The main objectives are to capture the bases to earn victory points for your team, destroy many tanks as possible, and inflict the most damage. Great graphics and accurate tank characteristics are some of the reasons why the game is astounding and awesome at the same time. I've been playing this game since the beginning of my sophomore year. It gives you the experience of what is like to operate a legendary tank from history. Overall, my experience with the game had increased my killing skills. I highly recommend this game for those who love history or tanks, along with others who seem to be interested in this game.
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Source; wotblitz.com/en/?utm_medium=wg-sites&utm_source=wgnet_hp&utm_campaign=game_card#/ Alright, this is it. As we are in the final quarter for 2019, we have gone through the lighting topic. It was about how the use and demonstration of different types of light sources, such as Omni light and Directional light, works in 3ds Max. A really big main reason to discuss about lighting in 3d modeling is because it helps to increase the realism of a scene's lighting effects. The most interesting part of my experience was the final rendering part. When you alter your rendering parameters, the result has a very pleasing look. Almost realistic as I observed, and that the lightings were very well done too. There were other light sources found in modeling software, such as targeted spot, free spot, area, and skylight. At the first start was a little confusing, since there were so many kinds of light to use, I decided to test out one by one, and began playing around with both the rendering settings and the lighting parameters. Once I've picked which one to use, I also must decide which path and angle it has to be set in and placed so that the lighting result is appropriate and accurate just like in real life. Beyond my expectations, I am looking for another time to work with this again. There are several many different ways of of how you can manipulate the change in settings with your lighting, and that is all up to you. The experience so far is enjoyable, but the only con that I have is getting the lightings to the right appropriation.
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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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