3D Modeling & Animation Reflections
2025-2026
2025-2026
The reason I decided to take 3D modeling is mainly because I thought it would be a cool skill to have and to learn. I also like to do all kinds of art, so 3D modeling would be a good thing for me to learn. Another reason I wanted to take the class is so I can create avatar accessories for the online platform ROBLOX, which can be quite profitable.
I hope to learn how to actually model. So far I've learned a lot about how to use 3DS Max. I'm still not quite sure how some features work, but I do want to know how to 'sculpt' objects into a certain shape. Based on what I've learned so far it sounds like some things will be confusing.
9/09/2025
I learned how use use various features in 3DS Max in module 1. I find it really convenient how the software has multiple ways to activate the transform tools. I learned how to create primitives and then made things out of those primitives. Primitives are basically just shapes that the software provides for you to start with. I created 3 things during module A snowman, a pencil, and the Temple of the Primitives; which was an assignment where I had to use a reference image to create a scene.
9/19/2025
In module 2, I learned about angle snaps and how they can help you be more precise when placing an object. This lets me rotate objects at 90 degrees at a time so I don't need to keep moving it to get the right angle. I also learned about snapping two objects together, which was fun to do since the module 2 project was a Lego cat. Turning on snaps lets you place and position objects more accurately.
This will be useful in future 3D modeling assignments. I like to have my dimensions fairly precise so it'll be helpful. I hope to learn how to texture models during this course.
10/7/2025
Module 3 covered a LOT of things. Using the BrainBuffet tutorials, I modeled a Lego minifigure and learned about how to use modifiers. The Edit Poly modifier is one of the most important because it lets you edit sub objects like vertices and polygons. You can move specific parts of a primitive to shape it. The Edit Poly modifier also includes several modifiers within itself such as Chamfer, Inset, and Extrude. The other modifiers, which are not technically modifiers, are ProBoolean, Boolean, and Loft. These are actually found under the create tab underneath compound objects. Boolean and ProBoolean tools are like cookie cutters. You can cut out a shape into the primitive that you have selected. Other things I modeled during this unit were a screwdriver, a chess pawn, a spaceship, and a toy submarine. For the final project for this unit I chose an Atari 2600 to model.
This is probably the skill that will be the most useful to me, since this unit went into actual modeling, I know more about it as a whole. I hope to learn how to texture my models to make them more realistic.
10/29/2025
Module 4 was a little boring to me. I'm not very good with lights in the first place. Especially since it's difficult for me to understand shadows and lighting then project it onto a screen or piece of paper. In this module I worked with lights and cameras. There's photometric lights and standard lights. I used standard lights more often since it includes omni lights and spotlights. Omni lights can add to the atmosphere of a scene.
11/3/2025
I learned a lot of new skills this quarter. Probably one of the most important skills I learned was how to actually model. That was in the 3rd module, which was the most fun. In module 1, I learned about the basics of 3DS Max. How to navigate it, the controls, keyboard shortcuts, etc. In module 1 I didn't do any modeling, but I made basic objects out of primitives, which didn't look too bad. In module 2 I learned about more controls and features of 3DS Max. Specifically angle snaps and snaps. Snaps allows you to be more precise with placement. Angle snaps allows you to set how much you want to rotate an object by. Module 3 went over actual modeling. I learned about the Edit Poly modifier, which lets you edit sub objects; vertices, edges, polygons. You can move these around, scale, and rotate them to achieve different results. I learned about the ProBoolean tool which falls under the compound objects tab in the create menu. It's my favorite tool to use in 3ds max, despite not knowing how to undo it. In module 4 I learned about lighting and cameras. This module introduced some challenges for me, since I've never been particularly good with lighting, shadows, and how light affects things. I think I eventually got the hang of most of it, but it was still difficult to grasp for me. I feel much more confident in my ability to model in 3D software now, and it's actually quite fun. I have definitely learned lots of new and useful skills this quarter and am excited to learn more.
11/12/2025
In module 5 I learned about different renderers in 3DS max, and what they are used for. I also learned a little bit about maps and applying textures to objects. I learned about bitmaps, which are very useful because you can essentially turn any image you upload into a map. The project for this module was a still life of four props put together in a scene. I didn't model these props and instead imported them from the start files. I did create my own textures for the objects which was very fun. The final render took so long to complete since this one map I used was very high quality.
11/17/2025
Module 6 was probably my second favorite module. Module 6 introduced and explained what UVW's are. For the project, I created a LEGO Indiana Jones. Well, all I did was make the outfit, but it was still a good learning experience. I had to create 4 physical materials; one for each part I would be working with. You always need a physical material in order to apply a bitmap, which is just an image. The Unwrap UVW modifier was very useful with correcting things on the bitmap and making sure everything is even.
12/2/2025
Module 7 taught me all about rigging. Rigging is adding a skeleton to your models so they are able to move and be posed. This is very important with animating because it lets you actually move your models. I learned how to create and edit bones, which you can add to your model by applying a skin modifier. Instead of creating all the bones for your model individually, you can use the biped object that 3DS Max provides for you. You can reshape the skeleton to your liking and you can also copy and paste bones.
Module 8 was very time consuming but fun. I wasn't expecting 3D animation to be as simple as it is in 3DS Max. Especially because the software has a bunch of presets to do things automatically for you. Like the footsteps tool lets you automatically create a generic walking animation for a model if it has bones in it. This is more simple than when I tried to learn how to do regular animation, trying to hand draw each and every frame, which probably wasn't necessary.
In quarter 2 I finished the last 3 modules of brainbuffet. Module 6 went more in depth with texturing. I learned about UVWS and the Unwrap UVW modifier. The modifier works with bitmaps that are applied to physical materials. You can move sub-objects like edges in the UVW editor. This lets you decide which part of the bitmap you want on your object. In module 7 I learned about rigging. Rigging is essentially just giving a skeleton to your model. There are the bone tools, which are super important for rigging. They let you create bones and edit bones. The biped is also really useful. It's a complete skeleton that already has bones placed for you. It's best for humanoid models though, but you can edit the parameters of the biped as well. After you make your skeleton, you need a skin modifier, which attaches the skeleton to the model itself. In module 8 I learned about animation. It's very similar to regular animation, maybe even easier since you don't need to draw out all the frames.