3D Modeling & Animation Reflections
2025-26
2025-26
I chose to take 3D Modeling and Animation because I wanted to learn more about 3D modeling. I have been into 3D printing for almost a year at this point, and I have been 3D modeling simple things for about 6 months using TinkerCAD. I was first introduced to 3D printing by the robotics team when I joined in September of 2024. I quickly took interest in it and bought a 3D printer soon after. Since then I have printed with my personal printer for more than 600 hours. It was too late at that point to sign up for 3D modeling, so I waited until this year to take it.
In module one, I learned how to use the basic transformation tools and the command panel. The main transformation tools that I learned were the move tool, the rotate tool, and the scale tool. The command panel controls a lot of things, but I mainly used it to create basic and extended primitives in this module. The first project was a snowman with a top hat, which was very simple, mainly using spheres. The second project was creating a pencil, which was pretty simple, but used more shapes like cones and toruses. The last project in this module was called the Temple of Primitives, which as the name suggests, uses many different types of basic and extended primitives, such as hoses, cones, chamfer cylinders, and boxes.
This module was very good for introducing the basic tools and primitives, and I will use this knowledge to hopefully model customized 3D prints to sell as a business in the future. I can also use the knowledge learned in this module to design video game characters and assets in the future. Game design is a complex and well-paying job that I hope to get into in the future. This module has given me a solid introduction to 3DS Max, showing me some of the powerful tools and capabilities. I’m excited to apply what I’ve learned to future projects, whether it’s for 3D printing or for video game design.
Module two was all about navigating 3DS Max and how to organize project folders, however, I did learn some new tools. The main tools that I learned were the group tool, the window/crossing tool, and the selection shape tool. I also learned some modifiers, with the main one being edit poly. Edit poly allows for very precise modifications to the sides of an object. The first project was a 4 corners scene with trees, an igloo, buildings, and pyramids. The second project was creating Alfie Hitchcat, a red and orange Lego cat.
This module was very good for introducing the some slightly more advanced tools and primitives, and I will use this knowledge to hopefully model high quality, customized 3D prints to sell as a business in the future. I can also use the knowledge learned in this module to design video game characters and assets in the future. This module has given me a solid look into 3DS Max, showing me more of the powerful tools and capabilities. I’m excited to apply what I’ve learned to future projects, whether it’s for 3D printing or for video game design.
Module three was really in depth, and the main focus was object modeling. I learned to use the modifier tool called edit poly, which is really useful to make complex shapes. Edit poly is a very versatile tool that can make any simple object into a complex shape by extruding, chamfering, and scaling different parts. The first project in this module was a Lego minifigure, which took multiple days and was really complicated. That project served as a good introduction into the complex modeling that I would use later in the module on the other 6 assignments. Overall, this module was about going into object modeling in more depth than the previous modules. By far the hardest assignment in the module was the last one called Object Modeling. In this assignment, I could choose any real world object, as long as it isn't too simple, to model. I chose to make the computer setup that I work at in class, and it turned out to be harder than I thought, but I persevered and finished it after 2 weeks of work. I went into the very nitty gritty details of the monitors and keyboard, and I am very proud of the final product. I hope to be able to use this knowledge in the future to model useful household items that serve a good purpose, but also look good with the tools in 3DS Max.
The main focus of module four was using all of the lighting capabilities of 3DS Max. This module didn't go into depth for all of the different types of lights, but it did explain a few of the simpler and more useful lights. One of the most useful lights is called a "target spot", which acts as a spotlight. With a target spot, you can aim the spotlight at anything in the scene, change the brightness, size, and color of the spotlight. You can also change the decay of the light, which changes how the light appears when you render the scene. Anoth useful light that I learned in this module was the "omni light", which sends light in all directions like a typical lightbulb. Similarly to the target spot, you can change almost anything about the omni light. I used the omni light in all three of the assignments in this module, and I used it the most in the table lamp to shine light all around the lamp. The first project in this module was titled Citizen Kane, and the point was to recreate a certain image from the movie. The scene in the movie was a very dark room, with light streaming in through two small windows. I had to render a shot with the lamp on, and one with the lamp off. This module was really helpful in learning how to make models look realistic in 3DS Max, and I hope to use this in the future to make my own models look real.
This quarter was a really fun intro to some of the things you can do in 3DS Max, such as using the array tool, the group tool, the edit poly modifier, using lighting to make things look more realistic, and rendering to make things look like real pictures. The first part of this quarter was spent working on Module 1, which focused on the very simple transformation tools of 3DS, like the move tool, scale tool, and rotate tool, and the command panel. The 3 assignments in this module were firstly, a snowman with a top hat, which was very simple, mainly using spheres. The second project was creating a pencil, which was pretty simple, but used more shapes like cones and toruses. The last project in this module was called the Temple of Primitives, which as the name suggests, uses many different types of basic and extended primitives, such as hoses, cones, chamfer cylinders, and boxes.
After I was done with this module, I moved onto Module 2, which was a much shorter module but had more advanced assignments like the first project, which was a 4 corners scene with trees, an igloo, buildings, and pyramids. The second project was creating Alfie Hitchcat, a red and orange Lego cat. Although for both of these assignments I was walked through how to make them, I still learned a whole lot more about what you can do in 3DS Max.
Module 3 was by far the longest and most fun module yet, focused on just how to use 3DS to model unique things. The first project in this module was a Lego Minifigure, which took multiple days and was really complicated. After that, there were six more smaller modeling assignments that used all of the tools that I learned while making the Minifigure. The final and biggest project of this module was the Object Modeling assignment, in which I could choose any real world object, as long as it isn't too simple, to model. I chose to make the computer setup that I work at in class, and it turned out to be harder than I thought, but I persevered and finished it after 2 weeks of work. I went into the very nitty gritty details of the monitors and keyboard, which was definitely worth it to see the final model that looked really good.
Module 4 was all about learning the lighting capabilities of 3DS, and there were 3 assignments in this module, the first of which being Citizen Kane. This assignment wasn't very hard because I was walked through how to do it, but it served as a great intro to the tools that I would need to do the other 2 assignments. I am really proud of how my table lamp turned out, but I didn't like the 3-point lighting as much because it was much harder to get right. Overall, this quarter served as a great intro to 3DS, and I am so glad that I decided to take this class, as it will definitely help me in the future with getting design and modeling jobs.
The main focus of module five was using all of the rendering capabilities of 3DS Max. The only assignment for this module was called Still Life, and it consisted of a few different objects from different movies, like a bowling ball, a Maltese Falcon, a Heart of The Ocean, and the One Ring. The hardest and most complex part of this assignment was the bowling ball, which consisted of a lot of different texturing devices like physical materials, color maps, and distortion maps. The plant was relatively easy to do, as it just consisted of a plane, an image of the plant, and an opacity map to get rid of the watermark on the plant and make the rest of the plane transparent. The Maltese falcon was also pretty easy, but it required a lot of little tweaking to make it perfect. The One Ring only required a little tweaking, so it was pretty easy. Finally, the Heart of The Ocean was pretty hard, as it consisted of see through materials and solid silver materials to make the final product. Overall, although this module was very tedious, it was really fun, and the final product is awesome.
This module was focused on learning how to texture objects in 3DS. The module starts off with talking about what UVW maps and UVW coordinates are. UVW coordinates are explained as similar to XYZ coordinates in that they both correspond to where something is in a space. UVW coordinates control how a certain texture is applied to an object, which gives you much greater control over how textures look. The first assignment in this module is making our Lego minifigure that we modeled in module 3 into Indiana Jones. This assignment was very tough to figure out because there is so much precision necessary to get every texture perfectly applied. I started off with the torso because that would by far be the easiest, as it only has 6 sides. After that, I moved on to the head, which was slightly harder, but the "pack custom" tool made it much easier by lining all of the textures up automatically. The pelvis was the hardest part by far because it has so many sides to it and the pack custom tool didn't work for it. The final part of it was the legs, which were reasonably quick and easy. The end result looks really good, and I'm proud of it. The second and final assignment in this module was a simple textured tank, where we had to make a tank using the editable poly modifier and then finding textures online to use for it. Modeling the tank was really easy, and then once I found the textures I wanted, I had to use the multi/sub-object material to apply different textures to all the parts of the tank. This included the treads, turret, and main body of it. Overall, this module was pretty quick and the texturing was hard but rewarding.
Module seven was focused on the rigging aspect of animation. Rigging is basically making a bone structure for characters or objects so that you can easily move them around to animate. Rigging is essential for making it easier to animate because without a bone structure, you would have to move all of the parts of a character independently of each other and try to line them up for every frame. There was only one assignment for this module, and it was to rig a huge monster called "Frankenstone", and create 3 different fun images with Frankenstone and Doctor Frankenstone, a Lego figure. This assignment was pretty fun, and to rig Frankenstone, I used the biped bone structure, which is based on a human's bone structure. I had to heavily modify the bone structure because Frankenstone is huge and not very similar to a human at all, so I had to put the biped in "figure mode" to edit the structure. This proved to be somewhat annoying, but once you get one side done, you can just mirror it to the other side and be done. For all three of my scenes with them, I tried to show that instead of being a menacing monster, Frankenstone is a fun-loving and happy monster that loves to mess around. The doctor was supposed to come textured, but he didn't, so it just looks like a blank minifigure, which I don't like, but all three scenes turned out looking awesome. Overall, this module was really fun but tedious.
Organizing my project folders helped me greatly in finding my 4 corners design. I had a little bit of difficulty finding it because I never uploaded it to Google Drive, but I used my submission in Canvas to re-download the file to my computer. Adding a path constraint to the car made it so that it stayed on the path for the entire animation, and I adjusted it by adding the follow tool so the car would turn with the path, and I added the bank tool to make sure the car banked around turns and looked normal. Extending the animation to 24 seconds made it so that the car still went the same speed around the path but stopped once it got around once. The re-scale time option was very necessary in this instance because it made it so that the car slowed down and took the entire 24 seconds to go around the track instead of 3-4. Setting the frame rate to 30 fps from 29.97 made the whole animation slightly faster due to the increase in total frames. Frame rate choices greatly affect how an animation looks because it can change if it looks smooth or not.
Adding different types of lights like skylights and omni lights impacted the look of my scene greatly because more lights looks much more realistic than just one or two types of lights. Linking the headlights to the car body ensured that while the car moved, the lights moved with it instead of being left behind. The align tool helped with this and made it much easier to align them properly. Animating the lights to transition between day and night affected the overall atmosphere of the scene because it makes it look like the car was driving for a longer period of time. Adjusting the color output of the lights really helped to make it look like daytime or nighttime. It was really important to enable shadows for all the lights in the scene to make it look much more realistic. Positioning and linking the different cameras in the scene greatly affected how the scene looked, and it's really cool to see the three different perspectives of the scene side-by-side.
Module eight was focused on the animation aspect of 3DS Max. This module was really hard because there were lots of new tools to learn, lots of really tedious work, and it takes a long time to render an animation. The main tools for animating in 3DS were the time slider, the render setup menu, the auto key setting, the set key setting, and the set key button. The time slider is very simple, as it only shows you the frame in the animation that you're on. Even though it's simple, it is super important and very useful. One main thing I had to learn for this module was what key frames are. Key frames are basically specific frames that show a part of an animation, and any frames between key frames the computer will automatically generate. This is super useful in making animation much quicker and easier. The render setup menu is how you change all of the settings for your rendering. It allows you to change the frame rate of the video, the quality of the video, the aspect ratio of your video, and so much more. The set key setting is used to manually set key frames, and the auto key setting automatically makes keyframes on the frame that you are working on once you move or change something. The first project in this module was making a video animation of "Indiana Jones and the Temple of Primitives". This project was very challenging and time-consuming, using all of the settings and tools I explained earlier. The second project in this module was called "4 Corners - Path Constraints", and it took me back to Module 2's 4 corners assignment. The main focus of this project was to add a car animation driving around the primitives. The last assignment in this module was called "4 Corners - Lights and Cameras", and it focused on using lights to make the car animation look real. There were three different animations for this, with the first one showing the whole scene, the second one showing the view from the car, and the third one tracking the car from the center of the scene. Overall, although this module was very challenging, I had a really fun time learning how to animate.
This quarter was mainly about making the models that I made in quarter one look better by adding textures, UVW maps, and other modifiers. I learned a lot this quarter about texturing especially which uses UVW maps and the material editor to make models look good. I think that the assignment that helped me learn the most this quarter was the Still Life assignment, which taught me a lot of the basics of materials. I feel a whole lot more confident with modeling in 3DS Max after this quarter because I did so much with it. I started the quarter with module five, which was all about rendering in 3DS Max. Module five started off simple, but quickly got more complex with models such as the bowling ball, which took me days to perfect. After I was done with the final scene render, I moved onto module six, which was about UVW mapping. UVW mapping can be really tedious or really easy, depending on the model. This module ended with me mapping the Indiana Jones Lego figure, which took a while, but was fun. After these modules, the difficulty of what I was doing increased greatly, starting with module seven.
Module seven was about rigging characters. I was taught how to rig a character using the Frankenstone model that was given to me, and I was walked through how to do it. Even though I was walked through it, the rigging process requires a lot of iterating and is very tedious. The final project in this module was called "It's Alive!", and it was about rigging a monster called Frankenstone to make it look like he was doing fun things. After I was done with this, I moved onto module eight. Module eight was all about making animations, and the final project was making an animation with Indiana Jones in the "Temple of Primitives", which I modeled very early on in the year. After I was done with module eight, the final focus of the course is the PBM, which is a huge project.
The PBM stands for "Performance Based Measurement", and it is the final project for the course. The PBM is split into five main parts, with the first of which being the planning and storyboarding. The planning and storyboard required me to pick from given prompts and draw a storyboard for what I want in my final animation. This was relatively quick, and I moved onto Artifact one afterwards. Artifact one is all about modeling and texturing the main character, which in my case is a magical crystal ball. Artifact two was after this and was about modeling all of the other scene assets that I needed. This was relatively quick, and after that I moved onto Artifact three, which is all about lighting the scene. Lighting the scene was pretty quick because I knew what kind of atmosphere I wanted, and it came out pretty well. Artifact four is the final artifact in the PBM, and it is about animating the final scene. I am still currently working on Artifact four, but I am almost done with it. Overall, the PBM hasn't been easy, but it's been very fun.