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 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 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 Now that this is my second year and it is far into the third quarter, my main new interest is about modeling historical vehicles, such as tanks, bombers, fighter planes, and navy ships. The reason why I am such interested in this idea is because I have a high interest of the warfare vehicles themselves. The vehicles performed such great firepower, multiple purposes of saving people's lives, mobility, and were so stunning. They were legends. Therefore, I this is why I love creating this idea. Using the skills I've learned over the previous years, it made me come and ask several questions. How do I make the tracks? I do I create a hull of a cruiser or the turret of a battleship? I will have to create and manipulate my polygons and objects. The best part would be applying the maps/textures and rendering it. Sport cars would also be another pin point of interest, but I suppose the historical made the history first.
Source; nypost.com/2013/11/13/smithsonian-creating-3d-models-of-historical-artifacts/ It is really important to understand what you have recently done in the previous quarter. Efficient timing and high quality rendering counts part as your grading rubric. For future practice in 3ds Max for fourth quarter, Me and the teacher are expecting for the same expectations of work being done on time and good work accuracy.
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Source; polycount.com/discussion/188299/how-do-practice-3d-modeling-skills 3d modeling has been a great aspect to work with over the past months of this class. What comes to mind is determining which modeling software would also be a good platform to perform and test your modeling skills on. I’ve been doing recent research and there were many great softwares hard to choose. There’s many other than 3ds Max such as Blender, Maya, and Zbrush. I am still a learner and beginner, however I can still tell you why these are good. They perform with great excellence of high quality and for professional use. There are also some for those who beginners like me, such as Cinema 4D. It is also professional, and good in motion graphics too. Its very important to explore new modeling softwares that you have yet not reached, therefore it will help you later on in your career. Many options are to choose, so it’s up to you!
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Source; www.creativebloq.com/features/best-3d-modelling-software Recently while in 3d modeling with 3ds Max, I discovered a new modifier, known as Stretch. The Stretch modifier applies a scale effect, either deforming or forming a new result. In related to parametric modeling, the parameters can also be altered. You can change the amount you want to sketch and the amount you want to amplify. I decided to make a new model using the modifier. For my choice of creating my model, I chose to make a Hershey's chocolate. I created the the chocolate piece of candy by using the standard primitive of a cylinder. Under the modifier, you can see that there is something called a Gizmo. That helps you modify scene geometry or other effects. Once I finished with one Hershey's candy piece I've thought of making another set of the candy. practicing with the new modifier helped me learned which ways and axis lines I can stretch my parameters of the created model.
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Source of info; knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-C04E6983-7053-4EF1-8BC4-FD7B2EF78DAF-htm.html Source of Tutorial; www.youtube.com/watch?v=HqA9bgB-Vrc |
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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