3D Modeling & Animation Reflections
2025-2026
2025-2026
I decided to take this 3D Modeling and Animation class for a few reasons. One of these being my interest in pursuing a career related to architecture. I had never taken an official course in 3D design software, so this class provided me with the opportunity to familiarize myself with it. Though the ability to use various different design software is needed for architecture, 3ds Max seemed like a versatile and useful tool to learn, that would hopefully be applicable to the career. Besides this, I also have an interest in art and design in general, and have always been curious about animation. However, I had never explored or developed my skills in animation on a further level because the complexity of the software overwhelmed me. This course is for beginners so I was excited to be able to practice those skills in a guided way.
I hope that this course allows me to develop my skills and become familiar with Autodesk software in general. This will hopefully make it easier for me to learn any other programs from Autodesk such as AutoCAD, for example. What I also hope to take from this course is the ability to document and present my work in a professional kind of way. It is also giving me an example of a portfolio. Apart from this, I also hope to get the certification for 3Ds Max, as this is useful proof of what I will learn in the class.
In Module 1, I was introduced to the basic functions of 3ds Max. For example, I now know how to navigate the platform's viewports as well as alter the perspective of how my work is displayed in efficient and precise ways, by using the command panel, scene explorer, and zoom tools. I also learned about the basic components of a 3D object in 3ds Max, which are vertices, which, put together, form a line, which together form a polygon, which can be arranged to form a 3D shape. Many polygons put together in a high quantity forms a mesh, an approximation of what a surface would look like in real life. There are both low poly and high poly models, which achieve different outcomes and styles, and are used for different purposes. Finally, I learned how to create and alter simple primitives in order to form a larger scene, from a reference.
I will likely apply these basic skills into all my future work, as they are the standard skills that I will need to be able to start and develop into more complex projects. The project that I completed in this module involved me importing a reference photo and modelling a scene based on it. I completed a temple scene, which I found engaging as I am interested in building and space design. Actually creating a structure from an idea was quite satisfying. I learned that you have to start simple and move your way up to more complex shapes as you go. I will carry this mindset with me through my future projects.
Here is my temple:
In this module, through the process of constructing pieces of a simple cat model together, I learned a variety of skills. For example, I learned how to edit gizmos and pivot points to allow for more control over moving, scaling, and especially rotating objects. I learned how to organize the components of my work through both hierarchy and layers, two systems that display the parts of my scene in different ways. I also learned the basics of using snaps to align different objects exactly. Besides this, I learned how to organize my project files by making specific folders for each project.
I practiced these skills in this module by creating and putting together parts of a cat figure. This gave me an idea of what it's like to create a character in 3d. I used snaps, which I plan to continue to use whenever I need things to be aligned precisely. I also practiced using a reference for the dimensions of my character, which will likely be useful in the future as well. Additionally, I learned how to put two projects together, which is another valuable skill.
Cat in temple
In this module, I explored basic modeling principles and techniques. For example, I learned how to use and navigate modifiers, and what order they go in. One modifier that I went in-depth in is the "Edit Poly" modifier. Through this, I learned a variety of functions such as how to chamfer, bevel, connect, and extrude. These allow me to manipulate objects in much more detail and result in more realistic products. Apart from Edit Poly, I also learned how to use the "TurboSmooth," and "MeshSmooth" modifiers, which multiply the amount of polys of an object, resulting in a smoother finish.
These skills are very important as they are the foundation to more realistic 3D modeling and high-poly modeling. In this module, I practiced these skills by constructing a mini Lego figure. I made and assembled the head, torso, and legs. This allowed me to go through the full process of constructing a figure while using a reference, and approximating it as closely as possible to the real thing. Although it was very basic, it also gave me an idea of what it's like to model a human character.
In module 4, I focused on learning how to use both lights and cameras, individually and together. I learned about the different types of standard cameras, which are target, free, and physical cameras. Target cameras allow for you to adjust what spot the camera faces and focuses on, or the target. Free cameras, on the other hand, have no separate target and simply capture whatever they are facing. Target cameras are more useful when you need to easily change the camera's view or angle. Free cameras are more useful for still shots or walkthroughs. These are referred to as "Legacy Cameras." Physical cameras can be free or targeted but they have more parameters, so they allow for more precise adjustments and settings, they are meant to mimic real cameras. I also learned general controls for how to manage these cameras. Apart from this, I also learned about lights, standard and photometric. Under standard lights, I learned how to use direct, spotlight, omni, and skylights. Direct and spotlights can be free or targeted, similar to cameras. I learned how to change lights' parameters, such as intensity and color. Photometric lights have more detailed parameters made to replicate real life lights. Additionally, I learned how to enable and edit shadows.
I will use these skills in the future whenever I want to edit the lighting and view of my scene. This will be especially useful for finished projects, when I need to render them. In this module, I practiced these skills by using 3-point lighting to light one of my old projects. I also made a lamp, that is pictured below. I did this my using some previously learned modelling skills, and adding three lights. I used one omni light to light the whole room, and two targeted lights being emitted from the top and bottom of the lamp. This created a relatively realistic render.
In Quarter 1, I learned all the basics of 3d modeling in 3ds Max. This included navigating the platform, creating basic primitives, organizing my scene in an efficient way, modeling with the use of modifiers, and using lights and cameras to make a finished render of a scene. I started this quarter with no knowledge or experience in 3ds Max, and I have learned a lot. I completed multiple projects that allowed me to practice and apply these newly learned skills, both through following tutorials, as well as more independently and creatively. I have faced a few challenges throughout this quarter, but working through them has made me more confident in the platform.
"Modeling" as a skill is quite broad, so within that, in this quarter, I learned how to take basic standard primitives and make a rough block of my object. From there, I learned to use modifiers, mainly the "Edit Poly" modifier which allows for the vertices, edges, and faces of an object to be manipulated in a series of ways. These are the basic steps of modeling that I learned, but I am also now able to apply any other modifiers after that to get the desired outcome, for example smoothing, rippling, etc. From this, I think the most valuable skill I have learned is the process of starting simply, and moving towards more complexity as I go. Some of the challenges that I faced were a result of not planning my steps thoughtfully, for example applying a modifier too soon, before making necessary changes, that would later cause issues. I addressed this issue by making sure one step of the process was fully complete, before moving onto the next.
Now that it is the end of the quarter, I feel confident in my ability to model something based on a reference image. I also am familiar with the overall navigation of the platform and can easily move through different viewports, create objects easily, etc. It feels much more natural and less awkward than when I just started. I also know how to light a scene and make a final render of it, which gives me confidence to make something that has a complete and finished feel. I am excited to apply these new skills to more creative and free projects in the future, my goals are to be able to bring ideas to completion without feeling limited in my abilities, I hope to learn even more detailed functions of the platform.
In Module 5, I learned about rendering and materials. Rendering is when a 2D image is made from a 3D scene. Though 3ds Max has five native renderers, which are Scanline, Arnold, Quicksilver, ART, and VUE, I mostly practiced using Scanline and Arnold. I learned the basics of setting up these renderers using the "Render Setup" window, as well as how to navigate the "Rendered Frame" window, to see my renders. In addition to Rendering, I also learned how to use both the compact and slate material editors, assign maps, and assign materials to objects. I did this to four objects.
The objects that I used to practice assigning materials and rendering can be seen below. This varied selection of objects allowed me to experiment with metallic, transparent, and compound materials such as the shellac one used for the bowling ball. These are relevant skills for any 3D modeling project in the future because they let me create a finished product with the desired look. Also, for future projects, renders will likely be a part of the submission or product, so knowing how to make them or alter them will be useful. I plan to study architecture in university, so the skill of rendering will definitely be useful to me later on.
In module 6, I focused on materials and mapping. Mapping is used to assign different materials to objects. They can be used to control how a material appears on an object. For example, I learned how to use 3d maps to assign textures to different parts of an object. I learned how to essentially flatten a 3d shape into 2d faces, which lets me see where a texture is being placed. This is done using the UVW editor. I learned many of its functions such as welding and pelting.
I applied these new skills by designing the wardrobe for a Lego Minifigure, which can be seen below. I had to assign a map to each one of the individual parts. Then, I edited the texture to align it to the parts. This skill will be useful in the future whenever I want to give something a more specific, detailed material and texture, like in the example. This specific activity gave me practice in character wardrobe design, which will also be useful going forwards whenever I want to give my characters an outfit.
Module 7 covered rigging. Rigging is when you add a skeleton to a model in order to be able to move it in the ways you want and animate it. I learned how to create multiple kinds of chains. For example a chain with Forward Kinematics is one in which movement starts at the root and only moves forward. In a chain with Inverse Kinematics, however, movement at one point can move forward and backwards. I learned how to add and edit bones to a model. In order to connect the bones to a model, I learned to use the skin modifier. I also learned how to edit vertices and use the weight tool with the skin modifier. I also learned how to use the HI, HD, and IK solvers, which affect how a chain moves. Besides this, I learned how to use multiple different constraints, such as path, link, position, and orientation constraints. Finally, I learned how to use and edit the biped tool.
I practiced these skills throughout the module using a model of "Frankestone," and "Dr. Frankestone," which can be seen in the images below. I added the bones to Frankestone and rigged both characters. Then, I posed them in dynamic poses, as can be seen. Though some of the weights were tricky to figure out for Frankestone, and they are distorted at some points, I am pretty proud of my work since this was my first time rigging a model. These skills will be useful later on when I need to pose or animate any characters or even objects.
In Module 8, I learned how to animate in 3ds Max. I started by learning how to edit my animation's frames, keyframes, and frames per second (FPS). I learned how to set and edit keyframes using the automatic and set keyframes tools. I also learned how to animate repeating motions such as someone walking. Aside from animating characters, I also learned how to animate the camera that captured my scene by using a path constraint.
I practiced applying these skills by animating characters that I had previously modeled and rigged. I animated three separate scenes: an establishing shot, an encounter scene, and a running scene. I joined the separate renders together, completing a final animation. Animating will be a valuable skill to know for the future because it will allow me to take my 3D modeling to a new level and bring my future projects to life. It is also a somewhat difficult skill to learn so it could be valuable to put on a resume or college application.
In Quarter 2, my skills and knowledge in 3ds Max were further developed in more detail and complexity. Some of the more difficult skills I learned include rendering, assigning materials and UVW's, rigging, and animating my models. I frequently combined my previous knowledge of the platform with the new skills I was learning, which developed my confidence in my abilities. Since the skills I learned in this quarter were a bit more difficult, I definitely faced many challenges. That being said, overcoming them has allowed me to make even higher quality finished products than before.
The first skill I learned in this quarter was rendering. This helped me practice many skills, like assigning materials and working with the slate material editor, as well as being able to understand and edit rendering settings. When I rendered something with a material for the first time, I was very impressed by the quality and how realistic it looked. This made me excited to see what else I could model and render. After this, I had to learn how to use the "Unwrap UVW" modifier, and its many functions. Once I had materials and textures covered, I went into animating, which first involved rigging. Rigging was intimidating for me because I had heard before that it was difficult, but through the process of learning it I ended up enjoying it. I was also proud of my final outcome because it took me a lot of time. Finally, I got to learn animation. This involved many new skills, such as learning how to apply different constraints, setting keyframes, and using the curve editor. This also took me a while, but I felt much more capable once I had finished my animation project.
This Quarter has pushed me to improve a lot in 3ds Max. Though, I my skills are still quite basic, I now feel that I have covered almost all of the platform's main functions. I am confident in my ability to complete a full animation, which seemed almost impossible to me at the beginning of the course. I hope to continue developing my skills. I think these will be valuable to me in the future.