3D Modeling & Animation Reflections
2025-2026
2025-2026
I chose to take the 3D modeling and animation class because I thought I could learn a lot about creating 3D designs and characters. I have wanted to make a video game for a while but I have never had any of the necessary skills to code or model any of the items of characters necessary to create a game. I am hoping that during this semester I will be able to learn how to create props and hopefully gain enough knowledge to make a character. I am also hoping to get used to the basics of 3D modeling software so I can understand the basics of all the software. In conclusion I took this class so I can obtain the skills necessary to make 3D models online.
During module one I have learned many skills that will help me will using the 3Ds max softwhere. One important thing I have learned is how to summon and use the various gizmos that are in 3ds max. I have also learned how to make objects and scale them both with the gismo and with the precise scaling in the modify tab. I have also learned how to move and rotate objects using the gizmos. another important skill i learned during module one is how to clone things using the shift+ transform tools, array tool and copy command.
all these tools that i learned in module one of brain buffet will help me in all of the instances that i use 3ds max and in some cases other sofwheres in general. My new knowledge of the view ports are transferable to other 3d modeling softwheres so if i go into a career using the modeling sofwhere i will at least have that under my belt. If i go into a career that uses 3ds max I will be able to use all the things i have learned. the use of the gizmos are also transferable to other sofwheres and even though the i likely wont be able to simply press W, E, Q, or R i will still know what Im doing. in conclusion the basic skills i learned in module one will help me in any 3d moldeling career that i go into.
In module two we learned how to use several tools that will help us throughout the rest of the class and every time we use 3ds max. some of the major tools we learned how to use were the pivot points, layers, grouping, and linking tools. The pivot points are a tool that allows us to manipulate where the gizmos and transformations are centered around and the keyboard entry tool helps me be more precise. The layering, grouping and linking tools allow us to organize, and edit our scenes in a much more effective manor. Another skill that I think I will use a lot in 3ds max is the ability to put other models into an already created scene.
In conclusion, all these skills will help me in my 3D modeling journey. The layering and grouping tools will let me organize my work while the linking tool will let me make full items and connected scenes. The pivot point tools will let me get a better angle on the object I'm moving and let me be more efficient and accurate. The accuracy will also be helped by the Keyboard entry tool. With all the skills I learned in the past, along with the skills i learned mere recently in module 2 I am more prepared to make more efficient, precise and organized in my 3d modeling scenes.
in module 3 we started to learn how to work with modifiers. we learned how to do things like chamfer, bend, lathe, loft, extrude, how to smooth things and one of the most useful and used modifiers edit poly. all of theses things let us make better looking and less blocky things. during the module we used all these things to make a variety of things such as a screwdriver and of course a Lego mini figure. the uses of the tools in tandem with each other is a vary fun and effective process that lets us create whatever we want.
All these modifiers will Be absolutely crucial if we enter a career in 3d modeling. if we start a career in 3d modeling we will have to make modules and for them to look realistic or good at all the modifiers will be used. even if we don't use this software later in life we wont need to re learn what the things do because some of the vocabulary will probably remain the same. on other software we will also be able to understand how to edit the polis into the shapes we need because our experience here. In conclusion Module 3's teachings will forever be used in our 3d modeling journey.
During module 4 I learned how to use camaras and lights in 3ds max. I first learned how to bring them into my scean. than I learned how to edit their parameters such as multiplier. I than I learned how to work with the many different types of camaras and lights in 3ds max. the main type of light that caught my attention was the photometric light.
the photometric light caught my attention because it was designed to simulate real light. this is interesting because it means that while learning how to work with the cameras and lights in the software I'm also learning skills that will be able to be converted to a non virtual world. If I develop an interest in photography than I might be able to add some of my knowledge in this to the learning process. This knowledge not only could be applied to the physical world but it will also let me light up my sceans and give them the mood that I want.
In module 5 I learned how to use the basics of texturing in 3ds max. we learned how to open the material editor and apply the textures and maps to the objects. I also learned a little bit about the various rendering engines. these things were mixed together because many of the textures only appear after rendered. this module has vary important messages because texturing is a key part of making good looking models.
Theses lessons will continue to have uses in the future. During this module not only have i learned more tools in 3ds Max I also learned some real world relations ships like IOR which is how much light will enter an object. i also learned how to edit objects to look more realistic which will help if i continue to use this softwhere in the future. I can now make glassy and metal looking objects in the sofwhere which can help with architectural projects as well as models made for fun. In conclusion, module 6 has help push me furthure in my 3d modeling journey and has taught me many important skills.
11/1/2025
In quarter 1 we went through modules 1-4 and learned a lot about modeling the basic primitives as well as using modifiers and lighting in 3ds max. we learned all these Technics through following the tutorials in the site Brainbuffet and then applying what we learned to various projects. In module 1 we learned how to create and edit the basic parameters of the shapes within 3ds max. this is where i started my journey in 3ds max and it gave me an understanding of the basics of modeling. using these skills i designed a snowman, pencil, and a large temple using only the basic primitives.
These skills helped me as I transitioned to module 2. In this module two we learned how to better organize our scene. We learned how to group together and link shapes together as well as how to place primitives at specific quadrants. currently i use the linking and grouping tools a lot when I model because it makes the scene look a lot more orderly and it makes moving the things I make easier. in this module we modeled a Lego cat and a project called the 4 corners scene. these tools were also used in module 3 which was one of the larger modules that I went over. It taught us how to use modifiers and more specifically it pretty heavily covered the Edit poly modifier. This knowledge of modifiers let me make a Lego mini figure, a small woodland scene, a submarine, a space ship, a screwdriver, and finally I modeled a full chess set.
The modifiers are what mainly let me shape the objects but in module 4 we learned how to make the shapes look better, we learned lighting and cameras. In module 4 we learned how to bring cameras and the various lights into our 3ds max scene and how to edit their parameters. This skill will probably be used in the next module. In conclusion, throughout the first quarter i learned a lot about 3d modeling and how to model in the somewhere 3ds max. I currently feel very confident about everything i learned in modules 1-3 but Im a still a little shaky when I work with lighting but this will likely change as I continue to use it. I am vary exited about what i will learn in quarter two.
In module 6 we learned how UVW maps work. we learned that UVW maps are a 2d representation of the coordinates X, Y, and Z. UVW maps are what computers use to put 2d images on 3d objects. We also learned about the many different types of projections in 3ds max and how to use them to get the preferred texture result. all of these new skills will help me to texture and color my models however I want.
These skills will not only help me in one software because the coordinates of UVW are shared throughout softwares. this means that even if i move to using a different 3d modeling software (like blender) i will be able to already know the basics of the projections and UVW maps. Texturing as a crucial step in making good looking models so this knowledge will also help me if I go into a carer in modeling. This means that if I join a team to make a movie or video game i will be able to make good looking, and colorful models with the proper textures in the proper places. In conclusion, the knowledge and texturing skills that were taught in module 6 will help me a lot in my 3d modeling journey.
In module 7 we learned how to create bones and rig models in 3ds max. this means that i now have the ability to make a humanoid (or other creature) and give them a skeletal system to move with so they are no longer stagnant. This gives me a lot more reign over my creations because now i can have them move more organically. During this module we rigged a Lego mini figure and large stone golem. To rig the mini figure we simply moved pivot points and locked some movement so it only moved how we wanted it to. To rig the golem we used a tool called the biped which made a premade humanoid rig that we could shape to fit the golem.
This module taught us a critical skill in animating and game design. Without a rig the models would just be lifeless statues. If i ever go into a carrear of game design this skill will help me make efficient models that look good and move smoothly. In conclusion, Module 7 has taught me how to make moving models with good looking limbs. it has also taught me how to make constraints and how to limit the movement of the models so they can only move how I want them to.
Module 8 we learned about animation. The most useful tool we learned in this module was key frames. when you draw an animation by hand you would have to draw out every single frame of animation but when you use 3ds max you only have to place key frames and the softwear will calculate the movement. this means that with the use of key frames i can now make a full fledged moving video. another tool we learned that helps us edit the speed of the object is the curve editor. the curve editor is a tool that lets me change the speed at which the object in the animation moves.
during this animation process I had to take a car and make it follow a road smoothly. to make it do this I added a path constraint that would follow a bendy spline. I also had to select the follow command to make it follow a little more realistically. I also had to select "bank" so the car would bank when it turned. Finally my only issue was that the car was moving too fast so I increased the amount of frames and moved the final key frame of the car to the end of our longer time frame. this slowed down the car's movement because it had more time to get the its final destination. though this i lerned that changing the frame rate and number of frames impact the speed at which the animation plays at.
during this project i did not use auto backups but i saved my project periodically. the only issues i had with this system is that i struggled to find my rendered animation when it was done. if i had used the project folders that can be made in 3ds max it that would have been a lot easier.
during this quarter i learned how to use uvw maps to texture things, i learned how to rig models and how to use the bone tools, and i learned how to place down key frames and animate elements of the scene. I have learned these skills through many projects, some of which i have added to this portfolio. I learned how to use the uvw unwrap and map tool by texturing a lego mini figure and a tank. the lego mini figure was much harder than the tank because i had to unwrap every part of it. I learned rigging using a model of a stone golem. i had a lot of fun doing this even though heat mapping was difficult. and finally i learned animation through a lego figure animation. this was a vary long and hard process but because of it i can now confidently animate with 3ds max. in conclusion during the second unit i used these projects to learn these various elements of this 3d modeling software.