3D Modeling & Animation Reflections
Year-Year
Year-Year
Quarter 1 reflection
In quarter 1, I was introduced into the basics and what to expect in this class. It was pretty complicated at first, but once I got to practice with the skills, it was pretty easy and simple. I faced a lot of challenges through out the modules, and each of the projects.
The first skill I learned are the use of the basic primitives. The main ones I practiced with are boxes, cylinders, planes, and spheres. With the primitives, an exercise that helped me the most is making a snowman. I say this, because it taught me how to place, and scale primitives. And that was really easy. Another skill and technique I learned are modifiers. To me, the most helpful modifier that I learned is the Edit Poly modifier. This was kind of confusing, because there are so many sub object modes, and it was a lot to take in at first. But it became easier, especially because of some of the exercises I did, such as the Heat Press, and the Lego Figure. I also learned how to work with splines, the lathe, and the loft modifier. I had quite a bit of trouble with working with splines, and the lathe modifier, but once I got more experience with it, it became way more simple. The screwdriver, and chess pawn really made me get more familiar with working with splines, the lathe and loft modifiers.
A resource that really made me get more confident and familiar with these skills are the videos from Brain Buffet. Daniel Torres does a really good job introducing, explaining, and getting into detail about how to apply the new skills he teaches. Like I stated in the other paragraph, he taught me how to make Lego figure, which was a learning experience for me especially because I had no previous knowledge about the modifiers. And, after all the tutorials we get put to the test to see what we have learned, and because of his videos, I have learned a lot. So that's why I say Brain Buffet is a helpful resource.
I faced a lot of challenges while making these projects though. A big challenge I faced came from making the Lego figure. This was a challenge for me, because I had to start over on the torso like at least 3 or 4 times. I had to restart over and over again because I had kept messing up on it, and I wasn't satisfied on it turned out. Another big challenge I faced was making the chess pawn. Again, this was a challenge to me because I had to make it out of splines, and splines was really confusing to me. I also had to restart on this a couple times due to me messing up on tracing the reference image. But after finally getting it down to my liking, I was really happy with the outcome of it. One more challenge was making the table lamp. I had to make this out of splines, and the lathe modifier, and I could not get it to my liking whatsoever. It took me time and time, and probably longer than it should have. And I faced another challenge getting the lights to my liking, but I was okay with the outcome of it.
But in conclusion, I had some ups and some downs with quarter 1, but I had fun and a good experience practicing and learning new skills.
I am taking this class because I want to learn more about how to model, render, and animate objects. I expect to learn more about software's, how to use them, the different features, and more stuff like that.
After watching Module 1, here are some things that I have learned about the use of 3ds Max. First, I learned how to use the basic primitives, such as boxes, spheres, teapots, planes, hoses, the torus, and the chamfers. I also made something called the "Temple of Primitives" which was really simple. It was just uses of primitives, and colors. Another thing I learned was the use and features of the different tools. The first tool I learned how to use is the move tool, which is really easy and simple. All you do with the move tool, is move your objects with either the x axis, y axis, or z axis. But if you drag it from the middle, you can move it anywhere. The second tool I learned how to use is the scale tool. Just like the move tool, you can scale your object using the x, y, or z axis. And, by using the middle part, you can make it bigger or smaller. The next tool I learned how to use is the Array tool. The Array tool just basically copies your object, but you can make multiple at once. But you can copy an object just by holding down shift, and moving it in any direction.
An important use for these tools would be if your making a movie scene. It would make your life way easier by using these tools, especially the array and move tool. I say this, because I used these tools while making the Temple of Primitives. The most useful tool in my opinion would either be the move tool, or the array tool. Because you can make a bunch of copies in a little amount of time. And with the move tool, you can make precise moves.
9/16/2025
After completing module 2, I have learned how to use more tools, and I made another project, called "Alfie Hitch cat." I made this project by learning how to use different tools such as the snap tool, and how to import different project files. The snap tool is pretty confusing, but very easy once you've learned how to use it properly. All you need to do, is right click to set it how you want to snap it. It was really easy
Module 3 Review
10/3/2025
After Module 3, I learned, and practiced how to use some new modifiers, and features of the tools that I was taught in previous modules. A new modifier I learned how to use was symmetry. Symmetry is pretty simple to use. You can cut out one half of the primitive, and by applying symmetry, you can see the other half of it. And, you can apply one thing to the side, and it will apply to the other side. I also worked more with the bend, and taper modifiers. Same with the sub-object modes, such as bevel and extrude. I practiced getting familiar with these modifiers and sub-object modes by making some designs. A design I made was a toy submarine. This helped me practice a lot with the new modifiers and sub-objects. Another design I made was a spaceship. Again, this helped me get familiar with using the modifiers and sub-object modes. The last design I made was a heat press. Making this design, really put me to the challenge of using what I learned without using tutorials.
I think I will use these modifiers more by designing more and more designs, to get more familiar with them. These modifiers are very important, especially when you're 3D modeling because it makes your design look more realistic. By using these modifiers, you can add more detail to your design. I realized this by making my designs using these modifiers and sub-objects.
Module 4 Review
10/24/2025
After completing module 4, I was taught how to use lights, and cameras. There are six different types standard of lights: Target spotlight, Free spotlight, Target direct light, Free light, Omni light, and Skylight. I got to practice all of them except for skylight. And there are 3 different types of standard lights: Physical, Target, and free cameras. These cameras allow you to see your object more close, and see from different angles. Lights however, make your object pop and stand out, giving a realism effect. A target spotlight shines a spotlight on a specific target. A free spotlight just shines a spotlight where ever you point it. Same with target and free direct lights. An omni light is a small bright light. And lastly, a skylight lights up your entire scene, no matter where you put it. I practiced using most of these lights by making some scenes, such as the infamous scene from the movie "Citizen Kane." Some other scenes I made for practice is a table lamp, and to get familiar with the lights is called 3 point lighting.
I might use these skills in the future because it helps bring realism to the object, and make it look smoother by applying these lights and cameras. A lot game designers and movie producers use this too to create a mood depending on the event.
Module 5
11/28/2025
After completing this module, I have learned how to render, and apply materials to objects, using physical materials and bitmaps. Some topics I covered was how to apply a material to an object, and changing the parameters, so the quality wouldn't be terrible. It was really easy, because all I really did was apply a physical material, and edit the parameters to make it look better. The project I practiced using these skills and techniques, is the "Still Life!" project. This project includes applying physical materials to 4 main objects: a bowling ball, heart of the ocean, one ring, and the Maltese Falcon. I also was assigned to making textures for the background.
I see myself or someone else using these tools and techniques in the future by making high quality scenes. It allows people to apply intricate details, realistic textures, and sophisticated materials, bringing virtual objects to life. For example, look at the picture I put that showcases the use of knowledge of applying textures to make scenes look realistic, and bringing them to life.
Module 6 Review
11/14/2025
After completing module 6, this is by far the most complicated, frustrating, and confusing module in my opinion so far. In this module, I worked with UVW Mapping, and the Unwrap UVW Modifier which is applying and editing textures, and the sub-object modes, such as peel, stitch, arrange elements, explode, and reshape elements that come along with them. The two projects I worked on in this module is an Indiana Jones Lego Costume, and a Simple Tank. I struggled a lot with the tank, because I was so lost. I wasn't provided with any textures, so I had to find textures myself. And the most challenging part for me is mapping the textures to make it look good.
I can see myself or someone else using these skills in the future because a lot of game creators, or people who model use these skills already. It makes it a whole lot easier, because you don't actually have to make the object look like something. You can just map it.
11/28/2025
After finishing module 7, this again is one of the most complicated module I've did. This module works with rigging, and creating rigs and animating. The most confusing part is working with the only project with this module, which is the "It's Alive!" project. The tools I learned to work with in this module include bones, rigging, the use of the skin modifier, IK solvers, the use of a biped, and many more. For the project, I had to rig the Frankenstone Monster myself by working with a biped. That was very complicated for me, because I couldn't really figure out what I was doing, so I ended up redoing it over and over again. But rigging Dr Frankenstone however, was kind of easy. It is controlled by making a controller for it, or else it wont function.
I would use these skills in the future probably by creating rigs for some projects or some scenes. But I would need more experience with rigging and animating before I do that. These skills are very important because you need to model and animate in order to produce games and scenes and more stuff like that.
4 corners: path constraint
I had a difficult time trying to find my 4 corners file, so I just ended up using Mr. B's demo file. Something I would've done differently is save it to google drive. Adding a path constraint changed the cars movement a lot because it followed the road. Some changes I made was flipping the axis, so the car could go on the road forward, because at first it was going backwards. Another change I made was turning on Bank.
12/12/2025
After completing this module, I have finally finished the Brain Buffet course. In Module 8, I worked more with animating, but this time, I made a short scene called "The Big Premier." This helped me work with rendering an animation, work with constraints, and learn more about fps, which means frames per second. What makes up the big premier is 3 different files that's rendered out: the encounter, the walkthrough, and the running shots. The encounter shot is when Indiana Jones meets a stone guardian that walks up to him, then Indiana Jones runs away. The running shot piggybacks off of the encounter, and the establishing shot is the beginning when the camera goes to Indiana Jones.
I will probably apply this to my next project, which is the PBM.
After quarter 2, which was pretty much the second half of this class, I learned more tools that include rigging, rendering, animating, texturizing, bitmaps and uvws. I faced challenges in this quarter, just like in quarter 1, but I overcame them.
I learned a lot of new techniques and tools in this quarter. The first tool I learned and practiced with is rendering, which is Module 5. The scene I practiced rendering with is called "Still Life!" which works with materials, and rendering to see the outcome of things. The next tool I worked with is Materials and UVWs, which is Module 6. The exercises that helped me practice with this is the Indiana Jones costume and the Simple Textured Tank. I struggled a lot with both of these, especially the tank. I couldn't figure out how to get the textures in the right place at first, but after a few trial and errors, I had texturized the tank to the best I could. Another tool I worked with is rigging, which is Module 7. The assignment I did to practice with this is the "It's Alive!" project. And the last module I worked on is animation. And the exercise I did was the big premier.
A resource I used and found helpful was BrainBuffet again. Just like the other quarter, the tutorials really helped me out while I did the assignments. When I faced trouble, I just rewinded the video back and looked closely, and redid some stuff so I could overcome the troubles.
Some challenges I faced however, was texturizing the tank, like I stated before. I found this challenging, because I couldn't find any good textures that I liked. And to add on top of that, I could not get the texture in the right place.