As having a few days left in school as a Sophomore, my experiences with this class of DDA II has been great to say. The course included six different special units, and some of them were easy to learn and conquer. Considering the main takeaways of this class, I would say it is about knowing how to render our final pieces of work. It is a very crucial key to be the success after many hours and minutes of hardworking. You must be able to learn and know which type of render is necessary for your modeling project. The result is what the teacher wants and to expect how much have your modeling skills have improved. During the four quarters of the period, some assignments were easy, and some of them were more challenging to subdue. Therefore, the grade book of mine is punched in by a few zeros. My grade went down a bit sometimes. In the end though, I was able to learn and understood more about the previous unit subjects, and went back to do them and eventually turning them in, scoring a better grade. However on the final late fourth quarter, there were a few rewarding experiences that I both encountered and enjoyed. One big time to relieve my low grade was when the exams practice review came out. We were expected to make many attempts to try and prepare ourselves for the final exam. After turning them all in with a highest grade I could get in each one of them, it was altering the knowledge of mine and remembering the previous unit subjects we went over not long ago. The biggest rewarding experience that I think was the most successful, was turning in my 15 seconds long animation project. It was something very fun to do, but also as the final work for the quarter, it saved my low grade. The astonishing final renders of my animation made me proud of my production process. That is the most memorable part of my work. The great skill I learned in this class was the good use of patience. When it came to harder assignments to deal with, it usually will take up a big while if going for the best final result. I intend to use this technique, as it help reduce the stress and giving it more time to process and work its way through. But with most of the work done, working in this class helped gain a lot of knowledge in the practice of 3d modeling, much better than last year, and many improvements had been established. My views are positive for this period. Overall Summary:
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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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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 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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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 In third quarter the most difficult part of all the other was UVW unwrapping. Yes. This involved in allowing you to assign texturing coordinates to your objects and sub-object selections. You could also edit those coordinates by hand. Why is this difficult? My main reason is because it takes up a lot of time to unwrap your UVW map correctly. For advanced 3d modeling in 3ds Max, your models such as a figure or animal will have many curved surfaces to deal with. Any suggestions? Watching a series of tutorials on UVW wrapping and unwrapping will help, just like on any other topic with your modeling projects. Although I have to warn, some tutorials you are looking for will take up possibly thirty minutes, fifty minutes, or even up to an hour. The options are up to you. The UVW experience was in fact very time consuming.
Overall summary;
Source; knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-EA10E59F-DE7F-497E-B399-6CF213A02C8D-htm.html 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 |
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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