3D Modeling & Animation
2025-26
2025-26
For this project, I had to choose between three different assignments, and I decided to do the "Object Modeling" one. This assignment was to make a model of a real life object that we use almost every day. I chose to just make the monitors of the computer setup originally, but when I finished those after a few days, I decided to keep going and model the rest of the computer setup that we work at every day in class. The monitors provided a difficult task because of how many ways they have to be able to move in, and it took me a solid few days of work to get them and the arms completed. I then moved on to making the desk to get a sense of scale for the other components, and that was really quick, only taking about 10-20 minutes. After that, I moved on to making the keyboard, mouse, and mousepad, which were also really quick, only taking about 15 minutes per piece. The final things that I worked on were the computer and mount for it, and I used the ProBoolean feature in 3DS Max to cut out all of the tiny holes for cooling the computer. Overall, I'm very happy with the way this turned out and I'm glad I persisted while making it.
This assignment was a part of the BrainBuffet curriculum that we are following in class. To create this, I followed a series of videos that walked me through all of the steps to make the minifigure. This assignment was the start of Module 3 of the curriculum, and it was very difficult because it introduced a lot of new tools in 3DS, such as Proboolean, edit poly, and Boolean features. This minifigure took several days to complete, and there were many challenges that made it harder. One of said challenges was how to make the legs, which took a cylinder and a box, then I had to bridge the two, basically connecting them in the middle to make the basic shape of the leg, and then I used the ProBoolean tool to cut out the inside of the leg to make it hollow, and finally I used ProBoolean to cut out the holes in the back of the legs. I am really proud of the way it turned out, and I like how similar it looks to a real minifigure. This project was very challenging overall, but it felt really rewarding to see the finished product looking good.
In this assignment, I was walked through how to create different flowers, rocks, and mushrooms. After that, I had to take those different elements and make more similar but original pieces to make into an interesting field scene. I firstly added a bit of different terrain by using the edit poly modifier to soft select parts of the field and drag them upwards to create an interesting landscape. After that, I made a flower bed with the standard primitive box, and put my four unique flowers into it. The flower bed looked pretty empty though, so I designed a comically big and unrealistic chili plant to fill it in. My field scene still looked too empty, so I decided to model the caterpillar from Alice in Wonderland and add it climbing up the flower bed walls, as well as adding the Lego Minifigure that I designed earlier in the module. After I had added everything, I felt pretty happy with the overall design and all of the little small details that you can find if you look closely enough.
This is the render of the table lamp from the perspective viewport.
This was the second assignment in module 4, and the focus was to use lighting to make a table lamp model look realistic. This proved to be harder than I thought it'd be and I had to attempt it twice. This mainly used omni-lights and target spotlights to look realistic. The omni-lights were used to make the lamp look like it was lit up, and I had to use 6 of them to fully look real. I used 2 spotlights to light up the rest of the room and give it a homey atmosphere. I had to attempt this assignment 2 times because on my first attempt, I didn't use an adequate amount of omni-lights, and I didn't have shadows around the lamp. The spotlights were also too strong and were overpowering the omni-lights. The lamp base is a spline using the lathe modifier to make it a 3d shape that looks like a lamp. The lampshade is a wide cone that I used the ProBoolean modifier on to make it hollow. The table is very simple, with 4 cylinders as the legs, and a chamfered box for the tabletop. Overall, I'm really happy with the end result and how the shadows and overall vibe of the room feel.
This assignment was part of module eight, which was all about animation. This was not a part of the Brain Buffet curriculum, so I didn't have anything to walk me through it. It was a hard assignment to do mostly alone, but it was relatively easy after watching all of the Brain Buffet videos on module eight. The main focus of this assignment was to animate a car driving around on the road on a model that I made much earlier in the year, the four corners assignment. The animating had three different parts, the first of which was an animation from one corner of the model, the second was following the car from the middle of the scene, and the third was following the car from the top of the car. Overall, this assignment was pretty fun and it was the first animating that I did on my own.
This was the final assignment for the rigging module, and the focus was to make three different fun scenes by posing the characters. Rigging is a very tedious but very important part of 3D animation because it is the base for how your characters will move. The rigging was very hard for Frankenstone, but I'm glad I spent the time to make the rig perfect, as it made the scenes much easier to animate than if I hadn't taken the time to perfect it. For the first scene displayed on here, I tried to make it look like Frankenstone was holding the doctor up and inspecting him. In the second scene, I tried to make it look like the doctor was about to jump off of Frankenstone's arm into a pool or trampoline. In the third scene, I tried to make it look like Frankenstone was acting like he was gonna crush the doctor, and the doctor is very scared for his life. Overall, this assignment was very fun because it's the first time I got to animate characters, but it was also very hard.
This is my final still life render.
This assignment was the final one for the texturing module, and the focus of it was to make a good looking render of a bunch of different objects with materials applied to them. I textured these objects throughout the module and them combined them to make the final render. The hardest model to texture in this image was definitely the bowling ball, as it took many more iterations to perfect than any of the other models. The plant looks off in this render because the tool to make it cast a shadow wasn't working, so I just had to roll with what I had. The Heart of the Ocean is definitely my favorite looking model, with the dark blue transparent gem and the silver lining/case to surround it. The One Ring is also pretty cool, but that one was really simple. Overall, this assignment was pretty easy but I really liked how it came out.
These are the three views of my Indiana Jones minifigure.
This assignment was part of the UVW mapping module and was very hard to perfect. This was the first assignment to teach the unwrap UVW modifier to me. The unwrap UVW modifier is very important in how textures are applied to an object. Each model on the minifigure has to have it's own UVW map because they are all separate parts. The hardest part was definitely the pelvis because the belt has to be perfectly scaled and lined up with the legs. The pelvis required lots of small tweaks to make it perfect, and this took the most time. This assignment was done on the minifigure model that I made in the modeling module. Overall, I really liked this assignement because applying materials and seeing the outcome is fun.