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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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/ After watching the Angry Birds movie a few while ago, I pretty still enjoy the action and humor that the directors had objectively put into this film. I want to go over and discuss about this particular subject, since it’s the game I used to play in my childhood. The first impressions when I saw the birds and pigs was they did a good job making it a 3D-dimensional character from the old original game. It helped me to clarify which bird was which and who the pig’s king was. Secondly, the new personalities surely did best fitting their capabilities, such as the yellow triangular bird we know as Chuck. Being the fastest bird running a hundred miles per hour, so does his personality, also running his mouth fast. What about the original game itself? Since the movie was based on the game, it stood as a fundamental tool to later develop into a great funny film. A recognizable popular app made by Finnish Rovno, gets transformed into an “entertaining” show. As it was true, they made the film to help us understood more about the origins of the bird squad and how they came along together to fight the pigs as their main enemy. It still suffered the same fate as the Emoji Movie. Overall, I still think that the animations with the pigs and birds were great, as along with the other characteristic traits. The identification and blueprint of the birds of the movie looks almost identical to the original game. The only thing that they needed to improve in the movie was that they could have made the jokes seem more comfortable and mature for the audience to approach to, including for the children.
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Source 1; https://www.theguardian.com/technology/2016/may/07/here-comes-the-angry-birds-film-but-why-cant-a-game-just-be-a-game Source 2; venturebeat.com/2016/05/22/the-angry-birds-movie-how-rovio-turned-its-hit-game-into-an-animated-film/ |
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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