In class, we have been working with modular design and creating out own objects and design. I told myself that I would like to make one of those modern house post apocalyptic style design. I wanted to make scene almost like I was freshly into a apocalyptic fallout. I also kind of took the lazier route because I used the formation of the house when it was fresh "into" the apocalypse I set for the word. There are a few things I learned during this process. The first is how to properly connect and from my modular pieces that I put together to make my outpost. Some hardships I had were forming the top piece for my outpost which is essentially its own large modular piece. Overall I was able to create an object that I feel good about. Summary- I was able to create different modular pieces
- My design is based on the apocalypse
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Since we have been back in classes, we have been working on getting back into the gist of not only being back in school, but also working with the programs that we had used in the past. The program that we have been working with is 3ds Max and we have been working on modular design and the fundamentals of that. Our technical first assignment was a fire hydrant, but that was scrapped then we worked on a modular house and I learned a few things from this assignment. The first thing is that I was reminded of how to properly edit, polish and create objects using different techniques to edit the look of my different objects. I also learned how to properly organize a structure using a modular design, which was placing the objects move courser/located near the corners to allow easier access when changing the position of the part of the house. Overall, this assignment was just and introduction back into 3ds Max and just the beginning of the school year. Summary- We are betting back into the swing of things
- Modular design is what we are focusing on Because of the COVID-19 outbreak school has been let out and I have been "quarantined" at home doing school work, especially different work with 3ds Max and makeup work. So I just want to review the things that have happened this quarter and reflect on what I have made. I want to start off saying that I felt that I learned a lot of information throughout this quarter and probably the whole year based on new information that I was able to understand, because we started working with UVW maps and not just basic materials in 3ds Max. The videos helped me a lot this quarter and I was able to grasp the concepts no necessarily quickly, but it also wasn't a struggle. I also believe I did well on my drawings this quarter, even though we barely had any, turned in my drawings without cutting corners and I took my time. For the things I could have improved on I would say is my time management and causes. By far this is one of my worst quarters because I have been behind trying to complete the many different assignments I had been given. I also have not done so well on the quizzes because I didn't manage my time well enough to fit in studying so I could make a better grade, this also holds up with the test that I took. To fix this problem I most likely will work on my 3ds assignments at home and or go to even more tutoring so I can have a head start on my work. In conclusion, I still have a small window of time to bring my grade up to help my GPA. Summary-I still have the ability to help myself
-I have learned a lot throughout the 3rd quarter In my DDA II class we have been reintroduced to the different types of lighting methods in 3ds Max and I want to go over the ones I favor and also the ones that I don't like as much. For starters the different lights in 3ds Max are essentially used for lighting a scene or creating a realistic setting that the scene would be in like adding a sunlight positioner to a neighborhood scene. To start off with the lights that I like the best, the sun positioner, I like this lighting method because it is easy to use and manipulate to create different shadows and times of day and is primarily used to recreate the physics of the sun. The next light that I like is the skylight which has similar characteristics to the sun positioner by evenly distributing light evenly throughout a scene and used also for outside scenes. The next few lights are some that I don't personally dislike or like because they are basic and to the point, like the Arnold light and Omni light which are easy to use and are similar to each other in their placement and format except that Omni lights usually are used to recreate spherical lights or bulbs and the Arnold is strictly used and made for the Arnold renderer. The two lights I dislike the most are the spot and directional lights. I think that spot light have too many different parameters and modifications that I haven't fully mastered yet and I have had trouble trying to get the lighting right in my scenes. Finally the directional light is my most disliked because it caused so many problems due to so many different factors that wouldn't let the light emit correctly and overall was hard to get a good lighting with this light. Summary-We have been reintroduced into lighting in 3ds max
-Many different types of lights are used In my DDA II class I have been working with the material editor more in depth and its different tools that can be used to apply to primitive. I want to go over which are my favorite and which that aren't as appealing to me. To start of my favorite map that I have discovered through an assignment is the dent map, which is a map that creates a look of rusted and damaged. This connects with the maps part of the material editor and are different objects that are placed on standard primitives. The reason that this map in particular is my favorite is because I just like the look and the image below shows the realism that is involved with just simple illusions of shading and color (square back left, triangle top right). The second material editor that we worked with was the texture. This is a cool material to mess with because it is simple and requires little to accomplish a well rounded image/primitive. All I have to do is place an image I want as a bitmap and simply place it on a standard material applied to my object. The final tool was shaders I didn't like this as much as the others because they didn't have the extra creativity and versatility when placing them and using them on an The object I am currently working with. The shaders can create tons of and objects and its shades, shaders can give of a two tone blended look when applied to an object and give it glossiness and depth. Overall, these different tools help bring diversity when using standard materials or just wanting to create a certain look with one that has more detail and sub-manipulation than just using an array of tools to get a decent outlook. Summary-Materials have many helpful uses and outcomes
-Textures help create a realistic look upon an object it is applied to In my DDA II class we have been reverting back into 3D animation like I have done last year. The animation was one of my favorite parts of 3ds Max because of its simplicity and ease. The things I dislike about animating in 3ds was the very long render times that would feel like they took all day. Another thing I dislike is the non fluidity of my animations and the transformations of a creative idea I had that wouldn't necessarily translate into the animation. One example is how in my animations I try to do something a little extra to give the animation some creativity like rotating the object that is moving or adding an extra animation to enhance the overall animation. The problems that come from this is non fluidity and amateur looking renders of my animation. With all of this said throughout the few days I have been working with different aspects of animation pertaining to 3ds Max. The new tools I have learned are from the mass effects toolbar. The different things that I can do with these tools helps fix the problems I had with my animations not being fluid and stagnant/unrealistic and that is very good on the production side of things because the computer generates different real world aspects. When a ball is animated correctly with mass effects it could have the actual tendencies of a ball without the manual key frames produced by a person. In conclusion, I am glad to get back into animation and hope I am able to adjust to future projects. Summary-I am glad that we are going in depth into animation
-The different tools that we use for animating is cool It is near the middle of the second quarter and I want to reflect on what I have done through the quarter so far. I believe I did good with time management and did and finished my assignments in a relatively good time without problems or a late grade penalty being applied to my grade. I also think I did good quality work that wasn't lackluster or looked lazy and unorganized. With that I have also learned different ways to used already used tools and modifiers that we have learned in class like edit poly and the text tool. I also learned about the chamfer tool in edit poly, which is a tool that creates a rounded off look, like dice and rounded sides of tables. That tool helped me create a cleaner look for the rest of my assignments that I used it in. I also learned about how to create a Dodecahedron only using edit poly principles which amazed me. This in all leads to what I need to work on, which in my opinion is my management with my drawing assignments needs to be better because I have waited until the last day to do and turn in the drawings I made. I also need to work on the pre-production of my assignments because with the assignments were not that much instructional advice is needed I tend to need to rethink my ideas and start the assignment over. One example is my neighborhood assignment where I was to create a 10 house, neighborhood with the only instructions on what to do is what I need to have in the scene. I can fix things slowly and try to get better over the quarter to fix these problems. Summary- I am keeping a good pace and have been contestant
-I have some things I need to work on to keep a good grade In my DDA II class I have been working with different tools that have used before in the previous class and assignments. Some examples are the array, edit poly, turbo smooth, and just overall the manipulations of an object in my scene. Retaining this information that I have learned is important because there are many ways to get the desired look in a scene, almost like how a person can draw a person differently in a different style or technique may it be with a pencil or pen, or shading using smooth or cross hatching. This leads to more options in the way things can be created without hardship and difficulty creating say a house or robot. Remembering these tools is important just in case I ever need to not only create a desired look, but pulled off of it like how the lathe modifier is usually followed by the shell modifier to complete the look of the object you're manipulating. Another reason is that the tool could have a deeper use as in it is more complex and could be used for way more than already shown. The image below shows a robot I made in 3ds max. I made it using basic shapes and a form of edit poly that allows me to create a cockpit type shape for the head. I then applied a simple image using the material editor (a previously used tool) to create the rust and eyeball look. I finally pasted it into Photoshop and did some simple techniques to get this look. In conclusion, it is important to remember past information just in case you need a different way of doing something or manipulating an object. Summary-Remembering information helps your creativity and experience
-I can use different tools to create something I am near the end of quarter 1 in my DDA class and I want to reflect on what I have done and or did that I could improve on or continue to do. For the things I did well for this quarter is my time management for my classroom assignments and overall classroom work ethic. I struggled to keep up with me out of class assignment which was my drawings that were assigned to us as my class needed to work on our drawing abilities because of us being in a game art and design class. The reason I feel I didn't do well on these assignments is because I procrastinate alot when I'm home so my assignment get pushed back and ultimately pile up. The best way I can counter this from happening is to take the advice from Mr.B my teacher and practice a little bit each night until I complete the templates and final sketch. I also struggled a small but with blog post ideas because I have a constant writer's block when it come to making an idea about writing when I have no reference or guidance. Will all of these parts mixed together, I still learned a lot of tools and techniques used in 3ds Max to create cool and interesting objects and images. For the next quarter I will try to keep the same work ethic and focus to complete the different task asked of me and try to also create some cool models and images. Summary-I can improve on efficiency and quizzes
- I need to take more time to draw In my DDA class I have been continuing to work with different tools and techniques in 3ds max like the array and sweep tools. The sweep tool can be used to create frames of windows and outlines of pictures and is just an overall outline of a spline or object. The array tool is used to duplicate and place objects in a grid like pattern or create the same shape over again easily without having to manually copy the object over and over. I want to talk about which one is more useful, in my opinion, I think the sweep tool is strategically useful because it completes a new task on its own and create a certain "new" object, whereas the array tool helps make creating the object easier, faster and overall more efficiently. But as a final answer I think that the array tool is my favorite because the time reduced by using this tool greatly helps the production speed of my assignment or project in a given time if I need lots of something in a certain manner. I don't choose the sweep tool because basic primitives could be used to make a simple frame or window since you would primarily use the sweep tool to create a window or frame. This is important because I had a hard time fixing the the normals of my primitive after I created the frame and place the sweep modifier which ended up taking lots of time when it should have. In conclusion the array tool is more helpful in my eyes and is very simple to use. Summary-Array tool is fast and efficient
- The sweep tool is used to create windows and frames |
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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