3D Modeling & Animation Reflections
2025-2026
2025-2026
1/30/26
I decided to take 3D Modeling and Animation because I am interested in entering the realm of 3D art. I also would like to learn animation in a different way than I am used to. Since I only have experience with making flat drawings, I thought it would make for a good learning experience. Additionally, it would also take me one step closer to being qualified for a potential career. Overall, it would be a class for my growth in many different aspects of my life.
By taking this class, I expect some things in return. On one hand, I expect growth in my artistic abilities, especially in the 3D realm. On the other hand, I expect valuable job experience for a 3D modeling career. Both of these aspects are key to having a good portfolio if I choose that sort of career. Either way, taking this class will be a valuable experience.
2/11/26
I learned many things in Module 1 of 3D Modeling & Animation. First of all, I learned how to navigate my viewports in 3DS Max. I learned how to create basic 2D and 3D shapes called primitives and lines called splines. I also learned how to apply transformations to primitives with specific tools. As our first modeling project, we created the inside of a temple with primitives. (pictured below) Making the "Temple of Primitives" required that we apply everything we learned in Module 1.
These skills will be helpful as I choose a career path in the future. In general, it helps me gain a better understanding of the workflow in using a computer app. For 3D Modeling, it gives me the most essential skills I will ever use. For example, I learned how to use the array tool, which will allow me to create many uniform copies of the objects I have selected. This will prove to be useful as it saves time while working; I no longer need to clone objects one by one.
2/18/26
In the second ever module of 3D Modeling & Animation, I learned how to apply more concepts key to using 3DS Max. These concepts revolve around the precision and organization that will streamline my workflow. The most important things I learned were typing instead of dragging while using transform tools, changing pivot points, using selection tools effectively and using snaps. I also learned how to organize objects using a hierarchy and layers. Putting these tools in practice, I created a Lego cat named "Alfie Hitchcat" that I placed in the Temple of Primitives from the last module.
I might use these skills in the future, especially if I choose a career that requires the 3D visualization for planning architectural objects. I believe that these skills are best suited towards an architectural career because they enable me to use the precision I need. For example, I learned how to use the snaps tool, which will allow me to align objects to each other to minimize gaps and imperfections. Another example is type transforming, which will allow me to input exact numbers so that I can keep things uniform. Overall, this module was equally as helpful as the first, as the concepts I learned in the first module can't reach their full potential without precision.
3/5/26
In the third module of 3D Modeling & Animation, I learned how to use modifiers in 3DS Max. These modifiers, mostly found in the Edit Poly tab, are very useful for turning simple primitives into complex objects. Examples of some modifiers I learned to use include Edit Poly, Bevel, Extrude, Inset, Connect, and Bridge. In the Edit Poly tab, I also learned that I can also select specific parts of an object, including vertices, edges, borders, polygons, and elements. I applied this knowledge to create a Lego Minifigure version of myself.
(pictured below)
I will use these skills in the future if I decide to pursue a career in 3D modeling. Modifiers are essential to creating objects beyond the simplicity of primitives in all professional 3D software. For example, I was able to create a leg for a Lego Minifigure, a complex object composed of many shapes, which would be difficult to represent with just standard primitives. I could put these modifiers to use in the planning process of creating products in the toy industry. In conclusion, this module was very helpful in extending my modeling skill set and enabling me to create more detailed objects in 3DS Max.
3/25/26
In the fourth module of 3D Modeling & Animation, I learned all about lights and cameras in 3DS Max. Throughout this module, we primarily worked with lights and cameras and manipulated their parameters for different effects. We learned about the many variations of cameras in 3DS Max, including the free camera, targeted camera, and physical camera, which all had their own specific uses. We also put many different light variations to use such as the spotlight, skylight, omni light, and more. Applying this knowledge, I rendered and recreated a specific movie scene with dramatic lighting and shadows.
(pictured below)
I can use these skills in the future to render finished images of the models I create. This would be useful for making realistic mock ups of items and buildings. This would be an inexpensive, risk free way to see what things would look like before they are actually produced in our world. Some industries that would find the skills I learned in this unit useful are real estate, product design, and entertainment. Overall, rendering with realistic lights and shadows is effective in making your 3d models look more appealing, especially for customers if using them commercially.
4/10/26
In the fifth module of 3D Modeling & Animation, I learned how to use materials and change settings for the best possible renders. First, we learned the uses, benefits, and drawbacks of each renderer available to us by default in 3DS Max. Next, we learned how to create and utilize materials, which allowed us to give our objects photo-realistic surfaces that mimicked real life objects. For example, by using a material called Shellac, we were able to give a bowling ball made of basic primitives a red and black marble pattern. This material made the ball's appearance perfectly match the movie prop we used as a reference in its final render.
(pictured below)
These skills and tools will prove themselves useful in the future. They give our models a sense of realism, which allows us to present life-like images as final products. While creating and rendering a "Still Life" scene, (also pictured below) I found that materials would be best used on surfaces such as floors, ceilings, walls, and counter tops. Additionally, learning to configure the settings needed to create realism in my renders would also be imperative to making images for product prototypes or pitches. For these reasons, I believe that the home design industry would benefit the most from workers who know how to put these skills to use.
4/16/26
In the sixth module of 3D Modeling & Animation, I learned how to use UVW mapping to change how materials are assigned to an object. First, I learned what 3D Maps are and how each type of UVW projection was used. Second, I learned how to use the UVW Editor to further edit UVW Maps by transforming and moving clusters and using various other tools to achieve desired effects. These tools include Peel, Weld, Break, Flatten, Pelt, and more. Putting what I learned into practice, I designed an outfit for a Lego Indiana Jones Minifigure.
(pictured below)
These skills and tools are necessary for texture design on complex objects beyond primitives, as it is important to ensure they get properly applied to each face of the model. While modeling the Indiana Jones Minifigure, I learned that even the smallest error could cause undesired results such as unwanted sizing, texture positions, and gaps. I realized that the attention to detail required to manage accurate UVW maps could be greatly utilized in the gaming industry. Many game studios could benefit from people who work deliberately and thoroughly, like I had to in this module. Overall, learning how to use and edit UVW Maps is necessary not only for applying textures and materials precisely to objects but also for developing a rigorous worth ethic.
4/24/26
In the seventh module of 3D Modeling & Animation, I learned how to rig 3D models to easily manipulate their poses. First, I learned how to add Chains & Links and view them using the Schematic view. Then, I learned how to create bone structures to serve as the framework for posing my models/characters, and how to apply and change parameters using the Skin modifier to ensure the bone positions also affected the models. Finally, I learned about every type of motion constraint 3DS Max has to offer. Putting this knowledge to the test, I rigged and posed both Frankenstone and the Doctor using a biped skeleton and various constraints.
(pictured below)
The tools and skills I learned in this module will prove very useful in the future. Rigging is a very important skill for posing your characters quickly and efficiently, as it saves you lots of time and energy compared to manually editing the models yourself. For example, meticulously animating tens of thousands of frames for a movie with unrigged characters would be torturous and time wasting. Rigs are most important for posing complicated models with lots of articulation, especially if working on a larger animation project. For this reason, I believe that the game and film industry would benefit the most from people who know how to create rigged characters.
4/29/26
In the eighth module of 3D Modeling and Animation, I learned all about animating my scenes in 3DS Max. First, I learned about frame rate and the basic principles of animation, regardless of medium. I then learned how to create and edit key frames using the time slider. Finally, I went deeper into the specific details of animation to animate my cameras around the scene, used tangents in the curve editor to add variable speed in between key frames, and learned how to quickly add a walk cycle to my biped rigs. Applying this knowledge, I animated 3 scenes of Indiana Jones encountering and running from a stone golem in the "Temple of Primitives" using models from previous modules.
(videos below)
The skills and tools I gained in this module will be necessary for certain careers. The ability to animate is imperative for bringing your characters and objects to life, rather than just leaving them as static renders. Without 3D animation, we would not have many of the videogames, movies, TV shows, and other forms of entertainment we see daily. For these reasons, I believe that the videogame development and movie industries would value workers with these abilities the most. What I learned in this module will help me further develop my expertise in using 3D software, even if I do not decide to directly use my skills in a future career.