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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Right before the break commence, I want to say that it's been a tough time for me in the late third quarter. But however, it was at least great unwrapping new modeling lessons with 3ds Max. The modeling software has been a great basic software for our modeling. It has such many advanced features, that I find challenging to navigate and find. For two years now, the experience is fun. however, the difficulty increased only even more. however, I still enjoy using 3ds Max. Learning the fundamentals had a great effect on my learning experience.
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Source; www.autodesk.com/products/3ds-max/overview 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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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/ Recently, we've been playing around with simulations in 3ds Max during the second quarter in Digital Design and Animation II. Now, it was time to work on something a little more interesting, simulations. We used a new modifier, called Cloth, to simulate and define cloth and collision objects for our assignments. This so far is one of my favorite modifiers of all because of its effectiveness and realistic animation of the clothe. The fun part I enjoyed was certainly creating the flag, being creative to assign an appropriate picture to my plane, which makes it a flag. Eventually applying the strength of force, gravity, and wind, made it looked really good once it was waving. I simply used Standard Primitives to make a cylinder for the pole and a plane to be the flag of my creation. When making the flag, I went to object properties to edit and select my preset options to either apply the Cotton preset or the Silk preset. The most difficult part of the activity was that the amount of force has to be correctly applied, otherwise polygons will deformed the flag and will not turn out the way you will expect it. The errors can be reversed by going back and alter the force strength, that way the object will simulate correctly. But after all, it is still fun. You can use the cloth modifier to animate any other objects you would like to make, such as a tablecloth, pillow, napkin, blanket, or even a tent.
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Source; knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-1663898B-7C53-4123-9D54-7B7EE843FB92-htm.html Source 2; vrayschool.com/3ds-max-curtains-wind-simulation/ Currently in 3D modeling and had previously reflected progress on my work with improving career skills, I write this blog now to compare my work with other advanced 3D modeling artists and theirs. The one's work I founded really interesting was from Sam Hollick. He used several modeling softwares such as 3ds Max and Maya to create and render his work. One example I pulled out from his portfolio was a robot he created. He did not put a title or described fully of his technique he used, but it gave me an idea as I observed closer in his masterpiece. I really paid close attention to the detailing such as the wiring and shape of each limb of the robot. The close details he made not only grabbed my attention, but it shows good accuracy and appropriateness. It gives the feel of a more like real-natural appearance than a cartoon option. I will begin to use more reference image and plan to add more details to my work just like his. My work sample that is similar the robot and to some of his other pieces of digital art would be my chest pieces I made from a previous project in DDA. The Knight for example, had close up details which represented good accuracy; compared to the real life chest piece. Features such as smoothing out the edges, creating an animal-like natural head shape, and including a mane to make it look like a horse at a perspective when you look at it. We both modeled our work on 3ds Max as well. For my chest pieces, using the reference image was a good start, since you cannot determine its natural form of itself. In the end, it would give a less accurate result.
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Link to artist's portfolio; samhollick.wordpress.com/2010/10/06/3d-portfolio-gallery-061010/ Other source; www.pluralsight.com/blog/film-games/four-tips-modeling-reference |
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
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Last Updated by 5/24/19
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