3D Modeling & Animation Reflections
2025-2026
2025-2026
I took this course because I wanted to know more about 3D modeling and animation, whether it be for personal use, like creating a game, passion projects, or using it for fun, or a career in the future. I also like taking any classes that have to do with computers and software, making this class a good pick for me. I expect to leave this class with a good amount of knowledge using 3D modeling software and animation skills, and multiple certifications. I also want to have a well organized, well structured portfolio i can use for future careers.
9/11/25
In module 1, I leaned how to create and manipulate various primitives, such as boxes, cones, spheres, cylinders, and other primitives. I learned how to use transform tools along with their respective hotkeys and how to build using transform tools. I also learned the basics of the modify tab, and how to manipulate and change primitives even more using modifiers. I learned how to model more efficiently using multiple viewports to see multiple angles at once, and using snaps, allowing me to be more precise. And finally, I learned how to make copies, references, and instances of an object using basic hotkeys or the array tool.
I can use these skills to easily move around, change the size of, and rotate my future models. I can also move them to an extremely precise place. I can see my future models from different perspectives, like top, left, right, down, and normally. I can bend and taper my future models, along with other modifiers to make my model look more realistic and less blocky.
9/15/25
In module 2, I learned how to change and manage my scene better, for example, I learned how to put a reference image on a plane so I can model better. I also learned how to manipulate pivot points, worked with new modifiers, and even learned how to do things outside of modeling, such as exporting, merging 2 files into one, and changing the format of the file. I learned how to use tools better than before, such as the array tool, and I learned how to change the units using Units Setup. and finally, I learned how to use parents and children and how they work.
In my future models, I can make my models look even more precise by using reference images to get the exact shape and scale I want for my models. I can bring in other models and join them into one using merge so that I can create each part separately and then join them together. I can protect my future models and projects more with backups and exporting them, and with using the scenes folder.
4 corners scene
9/18/25
In module 3, I learned how to use edit poly to manipulate and change sub objects, like vertexes, edges, and polygons. I Blocked out models and slowly added detail to the parts for the first time. I learned to use multiple tools, such as bevel, bridge, inset, extrude, etc. I learned to make things more detailed by making them more smooth, more polygons, and more modifiers. I used more tools such as loft, lathe, and pro-boolean to further improve my models. I even experimented with other modifiers and tools that could be useful for me.
In my future models, I will be able to make my models way more detailed by editing them on a smaller scale, and also adding new modifiers and Compound objects. I will be able to manipulate Sub objects such as polygons.
10/29/25
In module 4, I learned how to place down, control, and use camera objects in 3ds max. I learned how to adjust things like zoom, aperture, and other properties to get the view I want. I also learned how to use various lights. For example, I learned to use skylights when i want to illuminate the whole scene, Spotlights when i want to illuminate a specific area, object, or room to recreate a movie scene, and omni lights to illuminate a specific area in a radius. I used lights to create more realistic projects, for example, in my 3 point lighting project, I used 3 spotlights, each at different angles and intensities to create a more realistic scene and drown out excess shadows. I also learned the basics of rendering to create a better, more realistic environment for better pictures of my projects.
In the future, I will be able to use cameras and lights and combine them to create detailed, realistic scenes, like I did with the Citizen Kane project. I will also be using rendering in all of my future models to generate better pictures of my projects.
I learned a lot about modeling, lights, cameras, and tools in quarter one. In quarter one, I learned how to manipulate shapes to turn a simple primitive into something like a spaceship, I learned how to transform, move, rotate, and scale objects to help me work, and I learned how to place done lights and cameras correctly to capture a detailed, realistic scene of my models. During me learning all of this, I encountered many challenges, such as doing something completely incorrectly and having to redo the entire thing, which I had to do when making Citizen Kane. I also had some troubles with bugs, glitches, or things I didn't know how to fix. I fixed my problems by searching them up or resetting my scene, helping me a lot. Throughout the making of my projects, I learned something from each one of them, whether it be new knowledge and techniques on modeling, such as testing new modifiers, or adjusting new parameters to achieve a better result. a feel much more confident modeling, and doing more complex stuff such as lighting, creating materials and applying them to objects, and using cameras than when I first started modeling a few months ago.
11/7/25
In module 5, I learned how to make and apply materials to objects, and render them in 3ds max. I learned to make my own materials, either by using maps, such as bitmap, adding maps and values to a material depending on my renderer, or adjusting the materials parameters. For example, in my still life scene, i applied multiple materials, such as a gold material for my ring, a shellac material to combine 2 materials for my bowling ball, and a transparent diamond material for my heart of the ocean. I used materials and used rendering more in depth, adjusting rendering parameters to change the quality, and properties of my render to make my scene and models much more realistic compared to before.
In the future, i will be able to use materials and more advanced rendering for much more realistic models, like i did with my Still Life project. I will make my own materials, and adjust rendering parameters as needed depending on what i am planning to make.
11/17/25
In module 6, i learned how to use UVW and apply maps and textures to objects to ways that i want them. I learned how to use the UV editor, including the parameters, tools, such as stitch, explode, and weld, and adjusting the sub-objects of the unwrapped object. I used the UV editor to move around parts of my object to apply the texture exactly how i want them to be. In my Indiana jones model, i applied different textures using the UV map to different parts of the body to make it seem like the Lego has clothes. I also learned how to used multi sub object materials to combine physical materials and assign them to parts of my tank model.
In my future models, i will be able to use UV maps and apply them more realistically to models compared to Physical materials. I will be able to get trim sheets either online or by making them myself, and use them to add detail to different marts of my future models.
12/1/25
In module 7, I learned how to rig my character models by adding bones to specific parts of their body, such ad their head, torso, arms and legs, etc. I learned to adjust the weight of the bones to change how much they affect each vertex. I learned how to use the skin modifier, as well as some UIs and buttons to change my bones, apply them to my character, and change how they affect my character. I rigged and moved the bones of the frankenstone model to create unique still scenes. I also learned to use different constraints, such as path constraint, to further get results i want.
In my future models, I will be able to create bones and rig my character, as well as changing how the bones react with my character to set them up for animation. I will use different constraints to change how my bones move and act. I will also be able to position my characters for scenes and for rendering.
12/10/25
For this assignment, organizing and backing up my project folders helped me a lot because when i checked my files, i could not find any of me previous projects, but then i remembered that i saved them all to my google drive. I retrieved and downloaded it from my google drive to start working on it. For the animation, adding a path constraint changed the car's movement by making it move along the spline. I modified it by turning on Bank and Follow to make it look a lot more realistic. Initially, when i set the animation to 24 seconds, it looked like there was no difference, until i used the Re-Scale Time option, which brought the car to a slower, more realistic pace. Changing the animation from 29.97 fps to 30 fps brought the animation time to exactly 24 seconds instead of a decimal number. I learned that when there is a different frame per second count, it affects the animations length. Adding different lights (Omni, spot, etc) changed my scene by making it look like there is a Day/Night cycle, and that the car's headlights turn on every night. One challenge i faced is that the spotlight for the cars headlight did not work, so i re adjusted some things and got it to work. Linking the headlights to the car made the light follow the car, making it look like the cars headlight was making light. The align tool helped with this a lot because it perfectly aligned the spotlight to the front of the car without me having to do it. It saved time and was more accurate. Enabling shadows made the scene feel realistic because instead of it just being lights on then lights off, you could see the shadows of the props moving as the "sun" set. And cameras played a big role in the scene because one of the cameras gave a perspective where it looks like you are the one driving, and another follows the car instead of it being in one place.
12/15/25
In module 8, I learned how to Animate characters and objects in my scene to make them move, walk, and perform actions. I learned how to use the time slider, along with tools like Set Key and Auto Key to create keyframes based on where my character is to Animate my scene. I also learned to use the time configuration settings to change my frame rates/fps, amount of frames, speed, etc. I learned how to edit already made keyframes with the curve editor to make my animations look smoother instead of robotic by using tangents. For my Escape From The Temple projects, i used keyframes to animate Indiana jones in different shots, like the encounter shot and the running shot. I also learned and applied contraints like patch constraint to make objects follow a spline. I used this for my 4 corners car animation.
In the future, i will be able to Animate my characters my placing keyframes while they are at different positions. I will also be able to adjust the keyframes, the speed at which they leave and enter a keyframe, and the framerates/fps as well as how fast my animation is. I will also be able to use constraints like path constraints to make things easier and way less manual when i am animating.
In quarter 2, i learned a lot about making and applying materials to objects to make them look way more realistic. I also learned about UVW mapping and unwrapping to set textures to my objects to create a more complex look than just materials. And lastly, i learned to animate my objects and render them out to create a video of my animations. The PBM artifact 1 helped me a lot on understanding UVW because before, i didnt really understand it and had lots of trouble on it, but when i modeled my character, i learned how to use it better. I encountered a few challenges, such as losing work, issues with materials, and issues with animation. I solved them by using Autoback files, fixing UVW manually by vertices, and fixing keyframes to remove unecessary movement. I feel more confident with animating and applying materials to objects compared to the beggining of the quarter because of my experience with the PBM.