My grade improved from the amount of work I did during this quarter, compared to the previous second quarter. The more modeling assignments I did, the more experience I gained from using the software. Each work's grade rose higher. I missed some of them, due to lack of knowledge or due to short amount of time. Eventually I went back and fixed the missing grades by reading the instructions carefully and turning them in. More knowledge had been unlocked to new controls and secret features of the modeling software. Yes, I've said this once or more in the last blog, but this is the one thing that made me felt more better than the last time. the modeling becomes a little bit easier as I work each time, so therefore the progress is steadily increasing.
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Well, since the quarter is about to end, I would like to overall say what I think about rigging. Rigging first of all is when you're making your model to move. Of course, as other students suggest, it is the most difficult topic in Digital gaming design, mainly because they are much more complex than any other objects, such as Camera, Lighting, and Parametric modeling. More to do, such as skinning, creating a CAT character, and using hierarchy to link objects together so that they work properly and in order are the obstacles. My favorite part is what the possible result would be. Trial and error is very common, sometimes that our model will snap out of place and crash, making us to repeat there process again. In the end, rigging in't easy as we expected.
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Link; conceptartempire.com/what-is-rigging/ Ah, the quarter is coming to a near end. After learning about camera, lighting, rigging, and animation, I've been both fascinated and exhausted at the same time of the new things. Just as before, as I run into new complications and errors, which made turning in assignments in time a bit harder than before. The hardest skills to maintain during my work was to both make sure the subject is functioning properly as it should be, and also that the rendering reaches the standard requirements, such as in high quality and no lagging. For example, in my Constraints animation, I've followed the steps of animating my turret to rotate properly, but can't seem to animate the cannons included with the turret to swivel up and down right. I went back to check and see if everything was the way it should be, but can't seem to find the error. Th solution I tried was to look back at my work and see if anything wasn't done yet or improperly made. An example of my work that was difficult to render appropriately was my Camera Movement assignment. The Camera's movement animation must move smoothly to give a clear view on its target. I solved the problem the best I could by going back and to check the keyframes. Meanwhile rigging seems difficult since it is more extensive and detailed, so patience is guarantee for this. The difficulties took me a while to eventually finish some of my assignments. I used my basic fundamental skills from the last quarters to help me guide through the final units of 3d modeling.
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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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