In my DDA II class we have been trying to get back reintegrated to 3ds max, the assignment consisted of basic work with strictly splines and extrusion. Since being back I have some opinion on how 3ds is and how easy or hard it it. The more simpler parts of these assignments is basic alignment and proportion to another object. This could be merging a ball to rectangle together to create a box on wheel effect without making the two different shapes noticeable. On the other hand the most difficult task after I have come back to 3ds is my technique by making the spline and creating the desired shape using the large list of edits and effects you can place on your spine. Another challenging aspect is controlling the spline itself to give me a 2d visualization of what I want from it, just today I spent 8 minutes redoing and doing the spline over and over to get the correct shape and proportion. This leads me to my learning experience which is being able to know the basics of Pro Boolean. This tool allows you to make 2 objects that intersect or are connected be reconstructed into many forms (like as my cubes on my selected works page) and change their anatomy. This tool also helped me find another way of making two objects 1 complete shape without having to group them and have them separate in a folder. The final thing I learned is something I already knew but forgot which is how to put a texture on objects that lost their texture or need a new texture. In conclusion, my reintroduction ha gone well and helped me refresh my memory and be ready for the next task. Summary-I have practices and have been refreshed
-Basic aspects have been explored
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In my DDA II class I have been working with realism, and have been practicing artistic principles to create a realistic looking drawing of different objects, and human anatomy. This is important because of how if you want a career in game design you will need to have some artistic diversity and skills because game are heavily based on artistic visualization even if it's an 8-bit game, one example is Terraria because the game is represented in 2D bud the creative design in the art is outstanding and depicts different real life biomes or physics depicted with only using just color, texture, and shading. This practice with these basic principles allow me to help refresh my drawing practice from previous years. I have learned how to evenly break down the human face or eyes to easily create symmetrical, even proportion throughout my object or face I'm drawing. The easiest part of the assignment is sectioning of different parts of my face or object to prepare for line work because it is simple to do and also makes every other addition to the piece easier. The hardest part of these assignments is the detail and proper shading to fit the anatomy of the object I'm drawing, this is because of the amount of time and repetition of steps you need. In conclusion drawing is essential, even if you have a job in engineering because one day the duties might need to be carried out and could help you finish a project or assignment easier and faster. Summary-Drawing is very important for a game design career
- Without drawing techniques your disabling yourself from better opportunities I have created this portfolio and have learned along the way this is just another boost or one up in my career because it helps my experience dealing with a website and keeping my dates in order. Some reasons why I should be more professional than I already am is because it helps employers look at my skill and work ethic, if I have a very bland portfolio that looks like it could have been made in 30 min then that could have a negative connotation. I have considered making my portfolio more live and interesting, so the onlooker does not get bored looking at black on white text. I also want to make the design minimalist because the demand for fast pace advertisement of ones self or company. This will help onlookers to understand my skills, achievements, and overall capabilities without having to read below the line or be confused as to what exactly I am capable of. I also have been searching online as to why I need a portfolio in the first place and I have learned that it helps appeal to people who need to see first hand what you're capable of as of skill, achievement etc. This also helps boost your resume or audience in any field because if the selected audience is visual learners then they will understand your work. Overall the need for portfolios is essential for many reasons and helps people/your audience what is to be expected from you and or your team members. Summary-Portfolios are essential to grasping attention -A portfolio helps you be more accessible and more likely to have an opportunity Sources“Your Game Portfolio Is Your Greatest Asset.” GamesIndustry.biz, http://www.gamesindustry.biz/articles/2014-04-30-your-game-portfolio-is-your-greatest-asset. “How to Build a Game Designer Portfolio: 2018 Guide.” The Ultimate Resource for Video Game Design, 2 June 2019, https://www.gamedesigning.org/career/game-design-portfolio/. New York Film Academy. “Five Reasons Why Every Game Designer Should Have A Portfolio.” Student Resources, 30 May 2018, https://www.nyfa.edu/student-resources/five-reasons-every-game-designer-portfolio/.
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AuthorHello, I am Jacob Creator of the very not boring, interesting page. The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools. Archives
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