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/
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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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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 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/ 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 Since after my experience with modeling on 3ds Max, I like to point out that it’s been going smoothly. A new assignment has been given, and we were ask to find a tutorial and make a model on our own. I decided to make a set of of stairs, which can be changed drastically by altering its length, width, and all the other parameters. This is an easy tutorial, as it reflects my use and practice of parametric modeling from the previous modeling assignments. Parametric modeling involved changing and editing its parameters. It can get us numerous amounts of results. As I explored through the tutorial, I found new shapes that I could work with, and it happened to be the stairs, and other furniture-like shapes such as doors and shelves. Unlike using original primitives by creating prisms, the new shapes modeled with parametric modeling is useful for interior designing and architecture. When I modeled with these new shapes, it seemed easier and much more helpful too. The stairs itself amazed me. The more you change the parameters, the more different and possibly better it looks. It could have more steps, less steps, and many more.
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Source of tutorial; www.youtube.com/watch?v=7E_ZMQybRv0&t=4s&list=LLkcfqD-0VvdV2ha12R40YOQ&index=2 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/ 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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