3D Modeling & Animation Reflections
2025-26
2025-26
I chose 3D modeling because I wanted to be able to create my own characters and give them life. I also wanted to be able to create environments that I could give their own mood and life. I wanted to choose a class that I could learn a creative and free forming skill while taking. I wanted to be able to showcase and use my creativity in some way, and I feel that this class would be the perfect opportunity to do so. While taking this class, I expect to have been taught how to learn and use many skills in 3Ds Max. I also expect to be able to pass the cert at the end of the semester while giving my full effort and creativity into my projects/assignments. In conclusion, while taking this class I would like to be able to showcase my creativity by creating my own characters and environments/scenes. I want to be able to pass the cert at the end of the semester, and be able to make my favorite video game characters.
Module 1 Reflection
9-9-2025
In module one, I learned how to use basic primitives and shapes to create a scene in 3Ds max. I was taught to use many tools to change primitives and create scenes to my liking. For example, the move gizmo was used to move objects across the three axes, the x, y, and z. The rotate gizmo was used to change the angle of my objects using the same axes. The scale gizmo was used to scale or change the size of the selected object. You can select each of the axes to change which way to size the object. These skills will become very important in the future. This is because when I am working on a larger project, I will not be able to complete it, or even know where to start if I did not learn how to properly use these gizmos. For example, when completing the temple of the primitives, I had to use those tools I had learned to complete it. I would have been lost if I did not know how to use those tools and I can't even count how many times I used them. I could also use these tools in the future if I take this class somewhere further after high school. If I get a profession in this field I will still have to be using all of those small tools to complete various tasks.
Module 2 Reflection
9-12-25
In module 2, I learned how to further use my abilities from module 1 to create more in depth and efficient models. I was taught how to make 3D models much more efficiently in this module. For example, I learned how to use the working pivot tool. The working pivot tool is very efficient because it lets you place down a temporary pivot anywhere in the plane. I can use this to rotate an object around this pivot. Another tool that I learned how to use in 3Ds max was the snaps and angle snaps tool. The snaps tool allows me to snap an object to another object from any axis. The angle snaps tool allows me to rotate an object on any axis, at any interval. I would be able to use these skills in the future in many ways and very efficiently. For example, once I begin module 3, I will likely be using these tools alot. This will act the same for later modules. I could also use these tools even further in the future. For example, if I want to take this skill somewhere after high school, I will need these same skills.
Module 3 Reflection
9-26-25
In module 3, I learned how to successfully begin modeling in much more detail than I had in the previous modules. I was taught to manipulate basic primitives into much more complex objects. For example, In this module, I learned a very helpful tool called edit poly. Edit poly allows you to be able to manipulate a basic primitive in any way possible. In edit poly, you are able to choose from four different selections, vertex, border, polygon, edge, and element. There are many other modifiers I learned how to use in this module. For example, bend is a modifier that lets you bend an object in any desired direction. Taper is a modifier that can thin out a primitive to make it a more complex shape. I will be able to use these skills in the future in so many ways. For example, I can use these skills in future modules or projects because these tools are absolutely necessary for modeling complex figures. Especially the edit poly modifier. I can also use these skills in the future if I wanted to take this skill further than just this class. It would also be insectary to use these skills in any way for 3D modeling in the future. This is because I need modifiers to make basically any shape in 3Ds max.
Module 4 Reflection
In module 4, I learned how to use lights and cameras to better enhance my 3D models. I was taught how to manipulate settings of lights and cameras, and also the different types of lights and cameras. There are many types of camereas and lights. Personally, I thought that the lights were more difficult to use than the cameras. The lights have much more settings to play with than the cameras. For example, some of the settings you can play with are shadow types, types of lights, and the intensity of the lights. There are many shadow types, for example shadow maps is easier for your computer to run and renders quicker, but ray traced shadows are much more realistic but take longer to render. Some different types of lights are omni, spot, and skylight. My personal favorite is the target spot because it is the easiest to place and is great for a main, centered light. I can use these skills in the future to further enhance my 3D models. For example, the models that I made in the past modules especially in module 3, do not look very detailed because I have no light emphasizing them. I also have no cameras to better emphasize angles of the model. I will no matter what need these skills in the future of this class when I am taking the cert. This is because I will need all of the tools from all of the modules to make the best models possible.
In module 5, I learned how to render properly, and I also learned how to use the material editor. There are many different types of renders, for example, Arnold is a type of renders that takes much more computing power and takes a lot longer to render. Scan line render is a type of renders that takes much less computing power. This type of renders literally takes scan lines over the entire picture to create a render. In the material editor, we learned mostly about the slate material editor. There are two main categories for the slate material editor, these are materials, and then maps. Materials are the component that you plug maps into. Maps describe what your final material will look like. I will be able to use these skills in the future in many ways. One being that I can further enhance my models that I have already made or will make. All of the models that I have made in the past have not had a lot of detail because I have not been able to use materials or render appropriately. I can also use this skill in the future in another way. I will be able to use these skills to take this somewhere after this class, if it is taking a higher level course, or even going somewhere after high school.
10-31-25
In the first quarter of this class, I learned a lot about 3D modeling and the 3Ds max software. I learned how to create detailed 3D models, starting from just standard primitives. In this reflection, I will go over what I learned so far from this course and the struggles that I have had. For example, In module one, I learned how to use basic primitives and how to use basic tools in the 3Ds max software. For example, a tool that was helpful during module one was the array tool, which I used to make the Temple of the Primitives. The models that I made in this module were not very detailed, and had lots of flaws. I was very proud of these first few models that I made though, because It was my first time using a software anywhere near complex as this one.
I learned many skills and techniques in quarter one. I learned how to create complex models from basic shapes and lines. For example, a very helpful tool was the edit poly modifier. It lets you create much more complex shapes from simple ones. The edit poly modifier reminds me of building with clay, you can shape anything however you want. In quarter one I also learned many problem solving skills. The process of modeling is one of trail and error. It takes many tries to get something to look exactly how you want. This especially stood out to me in the video game props assignment. It was my first model that I had to do without any instruction, only using what I had learned so far. This project also demonstrated the most challenge out of all so far. This is because all I had was a software and a reference image, and I built from there.
I feel much more confident in all aspects now than I was at the beginning of the quarter. This is because I have learned a lot in the 3Ds max course. At the beginning of the quarter, I felt very confused in all aspects of this class, I was totally lost in the software. After a couple weeks, I was able to figure some things out from the course and started getting the hang of it. About a month in, I really started enjoying the class and I learning quick. Overall, in quarter one, I learned how to create complex models starting from just standard shapes. I used lots of trail and error to create these models, and they got much better over time.
In module 6, I learned how to use the UVW editor and the UVW Unwrap modifier to better enhance my models. A UVW is very similar to the XYZ coordinates, but are made on a surface instead of a 3D plane. The UVW map editor is very easy to mess up, but there are also very many ways to fix your textures. You can import bitmaps into the UVW map editor, the same way as you can in the slate material editor. There is also a gizmo that you can use that is able to rotate the image or plane around the shape that it is being projected onto. The UVW unwrap modifier is better for more complex models and models that require lots of different maps. I can use these skills to better enhance my skills in modeling for this class. The PBM is coming up in this quarter, so I can use these skills to better enhance models for this. Not only this, but if i decide to take this skill somewhere after this course, then I will need these skills to create more detailed models. This modules was for sure one of the harder ones to understand all of the software and tools you are able to use.
In module 7, I learned how to rig my models to allow them to move specific parts of the model. The process of rigging is very complicated, and it is very easy to make mistakes. Creating bones is fairly simple, you just click and drag to where you want the first bone to be, click to end, and so on. You then have to use the skin modifier to connect the bones to the model to allow it to move. I quickly learned that once I began moving the model with my newly created bones that I would definitely have to make some changes. When you move one part of the model it will affect other parts too, you can fix this by using a heat map to affect which parts of the model each bone affects. I can use this skill of rigging in the future to further enhance my modeling process. Rigging is a very important part of the modeling process because it is what allows you to create movement for your models. You also would not be able to pose your models very well, or be able to animate them because it is necessary to rig before animating. I will also be able to use this skill if I decide to do more in this field after this class.
In Module 8, I learned how to animate my models to finalize the modeling process. The process of animation is somewhat simple, you move/rotate/scale an object to whatever you want as you drag the time slider to the appropriate frame. Although, parts of the animation process can get messy. When I was animating my Lego figure walking, I had to be very precise about where I wanted his body parts to be at a certain time. His legs and arms kept moving forward and backwards at the same time, and I had to start over on this multiple times. I then realized I was only copying the keyframes forwards for only one of his arms and legs. I also got to use the biped of the stone monster to make him walk. The biped has a useful tool called the footsteps tool which allows for quick and easy animation. I can use my skills of animation in the future to better enhance my models. With learning the process of animation I now know how to fully complete the process of modeling. I can also use the skill of animating if I want to take my skill of modeling into a profession.
In this quarter of 3Ds max, I learned how to finalize the modeling process by using uvw maps, rigging, and animation. In this reflection, I will go over the struggles/challenges of my modeling, and also my growths. For example, in module 8, I learned a very helpful tool called the path constraint. The path constraint allows you to constrain cameras to a path, allowing for easy animation. I have used this tool in my PBM and it was very helpful. I am very proud of how my animation module went because I did not think that I would be able to do the animation part of the modeling process.
There were many challenges that I encountered throughout the second quarter, but also many skills. A challenge that I encountered during the second quarter was during module 8. In module 8, I had trouble getting the Lego characters legs and arms to move up and down at different times. I kept only animating one of the arms or legs, and forgot to do the same for the other ones. During this, I also learned a new skill. A new skill that I learned was the biped motion tools. If a biped is being used on a model, you can make the biped do many things, for example, walk. I used the biped walk tool during module 8 to move the stone monster. In module 7, I had many challenges with the rigging part of the module. One example of this was the heatmap solver. The heatmap solver took me about a whole class to finally get it to work, it was very tedious to get the vertices to not be affected by certain parts.
During quarter 2, I learned many new skills from what I did in the first quarter. I improved my models by a lot from the first quarter. I was able to learn how to put bitmaps onto objects and also how to use uvw maps to correct them. I also learned how to put bones into my models to place them into interesting positions and to also animate them. I also learned how to animate my models to make them move and come alive. Overall in quarter 2, I learned how to finalize the modeling process and make my models much more detailed.