3D Modeling & Animation Reflections
2024-2025
2024-2025
I decided to take 3D modeling and Animation so I could better understand the process of making 3D models for digital art projects and for Video games. While I am not someone who plays AAA games with advanced or even hyper-realistic graphics, I have always been interested in the process of modeling 3d spaces and environments in video games. One game that I feel has very compelling and interesting 3d modeled environments and characters would be Dusk, an indie horror shooter published by New Blood Interactive. Dusk's visual style is one of this most standout characteristics, as its style is meant to emulate older 90's FPS games like Quake and Half-Life with its low poly models and 8 bit textures. Other games published by New Blood Interactive, such as Ultrakill, also share this retro style. I hope taking 3D modeling will help me understand how developers and artists process and reasonings on how they are able to achieve a standout style that can complement gameplay. I also feel the skills I can learn in Autodesk 3ds Max can transfer into other 3d modeling programs like blender, or even game mapping software like the Valve Hammer Editor.
In module 1, we learned how to use basic shapes to make a variety of scenes and objects. The basic shapes we used are called primitives, meaning they are unmodified and unsculptured shapes that can be used to build a basic outline or form of an object. For the first assignments of module 1, we made a snowman and a pencil to help learn how to make primitives, as well as learning a new set of tools called transformation tools. Transformation tools in 3ds max are the tools you can use to scale, move, and rotate shapes, and are measured using x ,y, and z axes. For the final assignment for module 1, we used all the tools we learned to make a environment called the Temple of the Primitives. The Temple of the primitives main challenge was learning how to use every tool we had learned up to that point to build a 3d space consisting of columns that we had to replicate from a reference image given to us in the download. During the process of building the Temple of the primitives, we also learned how to use a new tool called the array tool. The array tool allowed us to duplicate shapes in a series of lines, which helped us finish the temple of the primitives more quickly and in a more exact fashion through selecting the finished column and duplicating it in a grid forming a rectangular space that we could add walls to make it feel like a room. Module 1 was a challenging but fun part of our experience learning 3ds max, and helped us learn how to use a lot of the essential tools in 3ds max.
The skills and tools learned in module 1 are some of the most basic yet important skills in 3ds max, as they provide the base for making more complex and detailed models in the future. Learning how to place down primitives and understanding the wide variety of shapes you can add together to make a basic form are the most important steps in the beginning stages of making a 3d model or environment, as not understanding the basics of primitives will make your models sloppy or inaccurate to what you are trying to replace or you initial idea. Tools such as move, scale, and rotate some of the most tools in the 3d modeling process, as they allow us to move and edit shapes after they are placed down, rather than having to add them exactly where u want them and in the exact proportions you want them in before you even fully place the shape down. One other set of tools that module 1 taught us was the different types of viewports. The viewports are the different perspectives you can view the shapes you are creating, and are important when trying moving and scaling primitives when making a basic form. Leaning the skills and tools in module 1 I feel are going to be some of the most important skills we will learn, as the assignments gave us good experience with 3ds max and a good idea of the ins and outs of the program.
Module 2 taught us new tools that helped us more precisely transform and place our primitives. The tools we used to transform and place are shapes accurately are called snaps and keyboard entry rollout. Out of those two, the first we learned was the keyboard entry rollout in the 4 corners scene. We used the keyboard entry rollout tool to place primitives on exact points and with exact dimensions on the world space, making buildings and other structures like trees and a snowman. The second tool we learned how to use was the angle snaps tool. The angle snaps tool is used when wanting to connect primitives together seamlessly and more accurately, which helped us when we were working on assembling the character Alfie Hitchcat. The angle snaps tool really helped capture the look of Alfie Hitchcat, as the way the angle snaps tool connected primitives together mimicked the legos that Afie Hitchcat is made from. Module 2 taught us a wide array of tools that help in making our primitives be placed more accurately and precisely to make our overall figures fit the scale and portions we were trying to replicate.
While the skills we learned in this module weren't as interesting as the skills and tools we learned last module, I still feel they are important due to how they help in organizing and scaling our primitives and overall structures. Out of the tools we used, I feel the angle snaps tool will be a reoccurring tool that I will use more often in future assignments. I feel this way because of how the angle snaps tool allows for more precise connection when building primitives, which helps when trying to center a primitive when connecting it to another shape. Although I don't feel I will be using the keyboard entry roll out, I still find it to be a useful and potentially important tool in the future. Because of how the keyboard entry rollout allows for more precise placement and scaling of primitives before they are placed, I feel this tool will be very useful if I am trying to accurately replicate an environment in real life or if I am trying to keep a building symmetrical. Overall, I feel I wont be using the tools and skills we learned in this module a lot in future assignments, but I do find these tools useful in some areas.
Module 3 had us start off immediately with the more complex modeling tools within 3ds max. This started with the Lego figure project, which introduced us to modifiers. Modifiers in 3ds max allow us to manipulate and morph parts of a primitive into a more specific shape, mainly through transforming the sub-objects of the primitive. Sub-objects are the parts that make up a primitive, and include its vertices, edges, and faces. We also learned other modifiers that can add layers of realism or morph our models in interesting ways, such as the noise, taper, bend, and Lathe. We used a few of these modifiers in our next project, which was building a Field Scene. In the field scene, our goal was to make a small environment consisting of 3 unique types of mushrooms, flowers, and rocks. We used the noise and taper modifiers to form the shape of and add random curves to the mushrooms and the bend modifier to make the stems and leaves of the flowers. Another set of tools that we learned that helped us make custom shapes were the spline tool and loft modifier. The spline tool allows us to draw 2d shapes either with a line tool or with one of the other predetermined shapes. The loft modifier lifts up created splines into 3d shapes, with the height being determined by the height of a selected spline. We used all of the tools we learned in these assignments for our final project, which I chose to be the Object Modeling project. The goal of this project was to re-create a real world object into a model in 3ds max. The project started with us choosing our real world object, which I chose to be a duck keychain a friend gifted me. After we chose our object, we began blocking out its model, meaning we used mostly unmodified primitives to create the general form and model of our real world object. In the final stage of the project, we began using modifiers on the primitives and other shapes like splines we used to make the model more realistic and similar to the object we chose. For my final duck model, I used Boolean modifiers to unify the whole model of the duck as well as add holes, and I edited the polygons through scaling down and flattening the bottom of the duck. Module 3 has definitely been the most engaging Module this quarter, and I really enjoyed the freedom given for our final project.
I feel the skills we learned in this module are the most important to making our models more professional and realistic through the use of modifiers. While in other projects like the temple of the primitives, where we were able to create interesting and unique models with just primitives, the projects in module 3 allowed us to create models and objects with a lot more depth and complexity. My favorite example of this would be the spaceship assignment we had to complete. The spaceship assignment involved us following a tutorial that would show us how to use modifiers to create a model of a spaceship. We used the symmetry and editable poly modifiers to help build the model of the spaceship, with the symmetry modifier being used to ensure both sides of the model were the same and edible poly being used to add the extrusions and extra parts of the spaceship. The use of modifiers made the final model more complex and complete than if I had built the model with primitives through the it being perfectly symmetrical and having better and more interesting details. The skills and tools we learned in Module 3 I feel will be good stepping off point to make our models in the future more realistic and be held to a better standard.
Module 4 covered how to render the models we make using different types of lights and cameras. We started with a tutorial assignment in Brain Buffet called Citizen Kane. In this assignment, we experimented with lighting effects and presets to recreate a scene from the movie Citizen Kane. The modeled scene was given to us and the only thing that had to be edited was the lights and their effects. The next 2 assignments gave us more control and less direction than Citizen Kane, as we weren't following tutorials and only had loose directions to follow. The first assignment we had to do was 3 point lighting. The goal of this assignment was to import one of the previous models we had created into a new scene and the technique of 3 point lighting to illuminate it with an interesting background. I chose to put my duck model into my scene with a purple background, as the yellow color of my duck complements the purple background. The 3 point lighting also had us experiment with the different types of lights in 3ds max, with the main types that I used being omni and spot. Omni lights project their lights into all directions, and spot lights focus their light into a controllable point. These lights help me properly light and emphasize certain points on my duck model. The last assignment of module 4 was the table lamp assignment. The goal of this assignment was to model a table light using splines, and emulate the way a table light lights up an environment. I was able to emulate the lighting of a table light by using 2 spot lights pointing in opposite directions, with one pointing at the ceiling and the other pointing towards the table the lamp sat on. Overall, I enjoyed working in this module due to finally being able to properly render the models we create, though I would have wanted to do more independent assignments with these tools.
While I did enjoy the assignments in this module, I feel like there could have been more independent assignments where we could have experimented with these tools further. I really enjoyed lighting my duck model and building the scene for it to sit on, and I enjoyed building the scene and the model for the table lamp. I feel like in the future more could be assignments where students have to emulate different scenes with different kinds of lighting systems using reference images given to them or of their own choice. However, I do feel the point of this module was to act as a introduction to the way light works in 3ds max, and I partially expect to be using the lighting features in 3ds max in more complicated ways in the future.
Module 5 was probably the shortest and had the least content out of all the modules so far. We started this module in brain buffet, and and we were given tutorials and guides on how to properly use and the individual parts of material editors and render editors. These tools allow us to get high quality renders of the shapes and objects we create in 3ds max and add unique and interesting textures to our objects. We used the tools to render a few objects given to us in the files provided to us in brain buffet, like a bowling ball from the movie the the Big Lebowski and a falcon statue from the movie the Maltese Falcon. We applied materials to these objects to make them more realistic and better resemble the object we were trying to replicate. One way we did this was adding a shellac texture and Perlin marble map to the bowling ball to match the pattern and colors featured on the original. After we applied all the materials to the required objects, we used a phys camera to capture all of the objects in a realistic still life scene. although this module was short and had little content, I still feel the tools we learned will be very useful in the future in the final stages of projects.
I feel these skills will be useful in the future during the latter stages of future projects, as these tools will allow us to both personalize our projects and make them better resemble real life objects. I feel messing with the rendering options will be something I will have a lot of fun with in future projects, as from what I learned there are many tools to distort and abstract my renders without having to change anything about my models on their own. The wide arrangement of materials available to use in 3ds also has a lot of room for experimentation, which I can use for both abraction and realism in mym models in the future. Though this module was brief, I feel really excited to mess with and experiment with the tools in this module in the future, as in other digital art classes like Adobe Visual Design I tended to make my designs as surreal and abstract as I could.
What new skills or techniques did you learn in 3ds Max this quarter?
I learned a lot of new skills and techniques in 3ds max this quarter, but I feel the most important and my favorite that I have learned are probably modifiers. The Importance of modifiers lies in the fact that they are the key tools needed in making 3d models more complex and realistic. Modifiers abilities to sculpt basic primitives using modifiers like edit poly, taper, and noise are impossible to do with just basic unmodified primitives. I frequently used modifiers throughout this quarter, but I used them the most in module 3. I used modifiers such as bend to make the stem for the flower I used in my field scene, symmetry to ensure both sides of my spaceship were edited equally and were symmetrical, and boolean to carve holes into my ducky model. Modifiers I feel are the best example of a new set of tools I learned in 3ds max this quarter, and I feel they will still be a necessity for future projects in quarter 2.
What challenges did you encounter, and how did you address them? What goals do you have for the next quarter to further improve your 3D modeling skills?
To improve my skills in 3ds max next quarter, I feel I need to have a better understanding of the general modeling tools in 3ds max, as I feel I am lacking in the skill needed to make my models more realistic and complex. I seek to improve my modeling skills in terms of mainly manipulating primitives and models. I struggled a lot with getting a satisfying result for my final models in 3ds max, with me facing the most challenges in my object modeling project. I really struggled finding good ways to add certain parts of my duck key chain to my model in 3ds max, with the hardest being emulating the tail and beak of the duck. The duck keychain's tail and beak have curves with sharp edges and seamlessly blend into the ducks body, a feature I struggled to find the proper tools to emulate in 3ds max. Still, I was eventually able to find the right tools to at least partially emulate what I was trying to achieve. I ended up using the union tool in the boolean modifier for the tail and bend and the scale transformation to create the beak for the duck. Although the final result was mostly satisfactory, I feel if I had given myself more time I could have found a better way of emulating those features of my duck key chain, as in my opinion those features as they are on the model still lack the smoothness and cohesion on my reference. Trying to ensure my models better emulate the unity and seamlessness of my references is definitely a goal I have for next quarter, as well as making my models more complex and realistic overall.
This Module covered putting textures on our primitives using the unwrap UVW modifier and the material editor. We started this module working in brain buffet, with our first assignment being the Indiana Jones Lego Costume. The assignment had us put textures given to us onto a Lego model using tools in the unwrap UVW modifier. The UVW modifier allows us to see what each polygon looks like unwrapped onto a 2d surface and how the textures we use wi ll be applied to our model. Some things we changed in the UV editor were relaxing the unwrapped polygons to make the textures applied to them less distorted, which I used for the Lego pelvis and the top my of tank model. We mainly used the unwrap uvw modifier to map of the polygons of the Lego model given to us and match them to the unwrapped textures given to us. After the Indiana Jones Lego Costume, the next assignment given to us was the simple textured tank assignment. This assignment had us build a simple tank model then using the tools we learned when it came to the material editor and uvws to add custom textures to the simple tank model we built. I used a camo texture and steel texture for the main parts of the body for the tank, and then used a tank tread texture for the bottom to emulate the bottom treads of a tank. Although this module was lacking in terms of independent assignments, I still had fun, mainly in the Simple tank Assignment.
These projects I feel will be help us make our models feel more realistic in the future, as combined with the use of materials they will add an interesting and more complicated layer to our models, making them stand out and be more professional. I started to feel this way during the creation of my simple tank model. Using different types of materials, like the physical material I applied to the barrel of the tank, made the model feel more cohesive and interesting when rendered. The way I also added the tread texture to my tank made it feel more realistic through how I aligned the tread texture through deleting and attaching polygons to one another. The importance of this module I feel lies in how we used different textures and materials that we applied our models, something we will more than likely have to do in the future for larger scale projects.
This module covered the fundamental skills around rigging our character models to be animated. The module only had one assignment, that being the It's Alive project in Brain Buffet. The first tutorials around this project in brain buffet had us learn how to make bones, which are parts we can add to our models to help us animate cohesive movement on each limb. When we finished learning how to use and apply bones to our model, we then learned a new system for rigging our models for animation and posing, that being bipeds. Bipeds are figures the we can create and manipulate to resemble any 2 legged character. We created a Biped model within the Frankenstone's monster model in the start file given to us. We manipulated the biped through using the scale tool to suit the form of the model, then used the skin modifier to link the biped and the model. The skin modifier links any model or mesh selected to a bone structure, like the how the model for the Frankenstone's Monster linked to the created biped structure under the model. One we created the bone structure for the Frankenstone's Monster, we then added constraints the provided Lego model. constraints are limits that we can add to or model to that it cannot be transformed in an unrealistic or incohesive way. Finally, after we applied all these skills, we had to pose these figures in 3 unique ways that told some kind of story. This is where I had the post fun with this project, as I applied custom textures to a copy of the provided Lego model and posed the frankenstone's monster and rigged Lego figure to look like they were running from a ever increasing horde of these creatures. Overall I enjoyed the process of this project, and I expect to have to use many of these tools in the future, like in my final PBM project.
I feel the skills will be useful in the future when I have to animate any humanoid or other biped in the future. The skin modifier and the creation and manipulation of bipeds will be essential if I have to animate movement on a character model, as these tools will help ensure the movement stays consistent and no parts of the body dislocate from one another. Using Constraints and linked objects also Is something I'm expecting to see in the next module. This is because of how we used similar system for our Lego model, and I feel it will have to be more complicated if we are going to animate the movement of another Lego figure.
This final module covered the tools centered around animating your models. We covered tools like key frames, which are set points where transformations are made and the space in between each key frame are animated automatically. We used these tools to animate a scene using Lego figure model named Indiana Jones and a stone monster called Frankenstone's monster. The plot of this scene involved Indiana Jones walking through the temple of the primitives, and encountering Frankenstone's monster, causing Indiana Jones to run away while being chased by the monster. We animated the full video in 3 parts, each on different files. The first part was the intro scene where Indiana walks into the temple of the primitives, and the camera slowly pans over to Indiana. The 2nd part was the encounter scene, where the camera follows Indiana until he encounters frankenstone's monster, causing him to run away. The last scene was the scene where Frankenstone's monster is chasing Indiana, with the camera following both characters.
The skills we learned in this module I feel will be the most important in our PBM project. Tools like key frames and learning how to use them on individual limbs of models will help make the process of animating the final video for the PBM much smoother and refined. Another habit I feel that will help me in future projects is modeling and animating on separate files. I feel this habit will help me because it will help me better organised in each part of my PBM and make it easier to render each scene. Constraining Cameras to paths I also feel will be helpful in my PBM, and if I need a longer, moving shot at an angle, constraining the camera onto a path will help it be more consistent and controlled.
What resources or strategies did you find most helpful in learning 3ds Max?
I felt the Brain Buffet tutorials were one of the most helpful guides when it came to learning both the basics and more complicated elements of 3DS max. The brain buffet tutorials helped the most during the process of creating the short film for the Big Premier. Getting walkthroughs on how to constrain cameras to inserted splines or add key frames to move the limbs of my models really helped me get through the process of the Big Premier smoothly and without making frequent and frustrating errors. Being able to have a reference from the Brain Buffet tutorials on how to properly create the desired effect or model instead of only having still images or written directions allowed me to work at my best, as I feel more engaged with videos than I do just written directions or sill images.
How has your understanding of 3D modeling concepts improved over the quarter? What aspects of 3ds Max do you feel more confident in using now compared to the beginning of the quarter?
My ability to visualize my desired model and create it using newly learned tools and modifiers I feel has improved considerably this quarter. I learned this while working on my PBM project. I had a better idea of how to approach my character model and plan how to create it in 3ds max, sketching my ideas out on paper before modeling in 3ds max. Once I began modeling in 3ds max, I realized that I had a better understanding of modifiers like edit poly and noise, which I used frequently and got better results than I did during last quarter's projects. I knew how to better manipulate the sub objects of my models when using edit poly, and grew more confident with my experimentation like through my use on the noise modifier for parts of the bones of my skeleton model. My sculpting abilities within 3ds max have improved greatly in 3ds max through my increased confidence in experimentation and better understanding on how to realistically sculpt my models.