3D Modeling & Animation Reflections
2025-2026
2025-2026
I chose to take 3D modeling and animation out of curiosity and a desire to add more medium options for my art. I like to play around with different options and styles. I thought it would be beneficial to both my curiosity, art capabilities, and future to at least know the basics. A different, more recent reason I chose 3D modeling and animation is the sudden influx of game creators and 3D modelers in my media, which has encouraged a small part of me to want to explore game creation and development on my own. I thought this class seemed like a good place to start.
I hope to learn what I can about 3D creation and animation to help my chances at finding a career I enjoy. I also aim to create in my free time for myself. I'm hoping learning this will open up options in the movie and show animation industry. I'm aiming to be an online content creator or freelance artist, but I'd be happy to create for games, movies, shows, and any other media that could use a 3D artist. Whatever the outcome, I'm glad to have this under my belt.
I learned a lot during this module, mainly how to navigate and use 3Ds max, or at least the basics as well as create a few things. I learned how to properly use tools like the move tool, rotate tool, scale tool. I've also learned how to create primitive shapes. I've made a snowman having an existential crisis, which I thoroughly enjoyed, a pencil, and a temple out of primitive objects using a reference. In my little free time I've started making something of my own out of boredom and for more practice using the techniques and tools I've learned.
These basic skills will be priceless in the future. They're the sheer basics of using the program, and will be guaranteed to be needed. Creating basic and primitive shapes to start off is what a large number of artists, both 3D and 2D, do when they begin a new project. I myself have used this technique every time I make something, so I know it's important to know how to find, manipulate, and use primitive shapes on a personal level. You won't get far unless you know what to start with, so this is already a step in the right direction.
I didn't learn as much in this module as the last in the amount category. I did learn how to use snaps and get some more practice using alignment tools. I've also learned how to import other projects into one another. I have a feeling that I will be using pre-placement more often than pre-sizing. I'm glad to know both and more though.
Knowing how to import projects together will be an extremely important skill in a professional environment. Snaps too, especially if you're working on a model similar to that of Lego or need exact alignment. For example, the Alfie Hitchcat model was the perfect instance of needing to use snaps for exact alignment. Pre-placement and pre-sizing will also be quite useful depending on the work one might do. Overall, everything in this module will be useful somehow.
I feel that module three was more of a practice module, given I didn't learn as much. I more so just gained more experience with the program and tools. I also explored modifiers and tools that weren't required of me out of curiosity, such as the hair and fur modifier. I gained more practice with the Boolean features as well as the align tool, the symmetry modifier, and the mirror tool. Organic objects are some of my favorites to play around with, because I just get to push and pull until it looks right and I don't have to worry about exact proportions.
Exploring the program you're using in your free time will greatly improve your ability to use said program and get ahead of the game. The modifiers used in the module; align, mirror, inset, and edit poly among others will be very important when working on anything that would require more than just unedited primitive objects. These are still some of the more basic tools of the program in my opinion, and you won't get very far in any industry without them. Some tools may get used less than others if at all, but knowing all of them will greatly improve anyone's chances at finding a job in the 3D modeling industry of any kind.
In this module, I learned how to use cameras and lights in a scene. Though I didn't actually make much in this module, I've gained experience and the ability to use cameras and lighting to a basic degree. I was working on something bigger while I followed along Brain Buffet, and used the tools taught to me in that scene. I feel like my learning is coming along well, and my curiosity has done me well while using the program. Though it's harder for me to follow along with exact instructions now that I've had a taste of freedom, I'm doing my best.
Cameras and lighting will be useful in almost any field when doing 3D modeling. From animation, to game design, to creating plans for architecture or designing a room, lights will be especially important. Cameras may not be needed in all fields, but are important to understand nonetheless. When using the two together, it's definitely necessary to understand how they each correspond to one another. Knowing how they both work individually will also be helpful.
Rendering was tricky, but fun to learn. I've learned how to use materials and render completed scenes in this module. I struggled with the material editor for a bit but managed to figure it out after some trial and error. I'm excited to continue to explore rendering and materials. I played around with materials at the start of the module on my own and managed to get a decent-looking model.
Rendering will be greatly important in multiple fields that use 3D modeling. Animation, 3D design, and games all use this tool. It's good to know even if you don't end up with a career that uses it. Regardless, it's good to have a handle on most aspects of a tool you're using or might use in the future. You never know where you might end up, so it's good to be prepared.
I didn't learn much in this module except for UVWs and figuring out how to use images as texture. It was fun to play around with figuring out which textures would look good together on the tank. I got a little annoyed at arranging the unwrapped objects onto the right textures on the Indiana Jones assignment, but I got through it. The fact that the Brain Buffet guy made the Indiana Jones model a Lego Indiana Jones of himself was a fun touch so that made up for the annoyance. I liked playing with the view of textures once I figured out how to work with them properly.
Being able to use UVWs, textures, and materials are very important in a lot of fields. Like I said earlier, it's better to know things you might not need to be safe rather than sorry. Being able to use the unwrap and peel tools will be almost always required if you land a job in a 3D workplace. If they're a workplace that makes games, shows, movies, design, etc, it's basically guaranteed. Regardless, it's important to know.
This might be one of my favorite modules so far! I really liked setting up bones and working with the heat maps. It's oddly soothing and satisfying to me when it's all set up and working. It can be a little frustrating for me when something stops working like it should. So far I've been able to fix all of the inconveniences without much fuss.
Rigging will be especially important in jobs that involve 3D movement. Working with bones and movement chains are a more specific branch of the 3D industry. Although, it's important to understand nonetheless. It'll be invaluable if you end up working at a 3D movie studio, or just for your own work. Plus- it can be fun!
So, I didn't actually ever organize my files, I just put them in the same labeled file and remember that they're there. I have my .max files in the scenes file. My previews and rendered animations in previews, and my textures and such in files I made for textures. I name my files, so that tends to help. Using a path constraint definitely made the car move properly, although some adjustments had to be made to make it drive smoother. And in the right direction.
Changing the animation length made the car move more realistically, rather than the uncanny speeding that would guarantee it a ticket that it was doing before. Increasing the frame count instead of re-scaling the time would only, well, increase the frame count. Re-scaling the time made it so that the car actually moved slowly and realistically. I'm not super sure of the difference between 30 fps and 29.97 fps, but I know it's probably important and can make a big impact. Frames are the key to animation in all forms, whether it be 3D, hand-drawn, claymation, etc. They're super important for controlling your animation and manipulating its timing, speed, smoothness, and alignment with sound you may include.
With the lights, they gave the scene a more well-rounded feeling. The headlights made the car seem more like a car instead of a toy. The lights for the sun and moon were fun to toy around with and watch as they cycled through night and day. I didn't really face many challenges, given we had instructions. It did take me a moment to figure out which numbers I had to change for the light colours, though.
The align tool was very useful when working with the cameras. Both the targeted camera and the free camera needed the align tool and the linking tool. The transition between day and night gives the idea that the car is traveling to all of the places in the four corners over a longer period of time, like a road trip. Shadows are important for adding to realism; they add depth and make the lights pop more.
I enjoyed this module much like I did with module 7. I've always liked animation. To finally be able to animate without having to hand-draw every frame was exciting for me. I did enjoy having at least a little creative input with The Big Premier. Though I still had to follow instructions, I liked it.
Animation Is used in many industries. Knowing how to animate can open a lot of doors for you. Movies, TV shows, games, etc are some of the many doors that can open. Once you know what you're doing, you're good to go.