3D Modeling & Animation
2025-2026
2025-2026
This is the most impressive model I have made so far in this class. For my modeling project, I decided to create a complex looking robot character from a videogame called Ultrakill I have been playing lately. I applied everything I knew in modeling it, and the modifier I used the most was definitely Edit Poly. It was not easy though, as I encountered many issues while using it that created undesired results. What I believe this piece demonstrates about my skills in 3DS Max that I have enough knowledge of the workflow, the use of primitives, and parameters to create nearly any low-poly model I can imagine.
What I am most proud of in this piece is the variety between the various mushrooms, flowers, and rocks. Each has its own distinct color, shape, and size. The positions and rotation of each one are irregular and different. This creates a more natural feeling than if everything was placed uniformly and looked the same. To achieve the irregular shapes of the mushrooms and rocks, I used the noise modifier, which created bumps and creases.
To create this toy submarine, I used various objects in the form of primitives, extended primitives, and compound objects. Using the compound objects, I was able to make holes in the hull of the ship for many different purposes. The specific compound object I used was the ProBoolean/Boolean tool, which allows you to subtract from, join, or keep only the intersection of two objects. In this case, I used subtraction to make holes in the hull of the front of the ship to make room for the windows. I also used the array tool to create identical copies of the windows all around the front of the hull, facing different directions all at once.
3/25/26
I learned a lot in my 3D Modeling & Animation class this quarter. The most notable new skills and techniques I learned include the use of primitives, modifiers, lights, and cameras. One of the first things we learned to do in 3DS Max was to create and use primitives to create very basic models composed of simple shapes. Furthermore, we learned to edit these primitives into more complex, detailed, or irregular objects using modifiers such as Edit Poly, MeshSmooth, Chamfer, and Bevel/Extrude. Finally, we learned how to use lights and shadows to bring realistic lighting into our scenes for rendering presentable and professional final images. Although I absorbed and developed many new skills and techniques in modeling using 3DS Max, I believe that throughout the quarter, every new concept I learned was as important as the last.
A project that helped me understand a specific aspect of 3D Modeling better was the Spaceship from Module 3. I was originally confused with how I was supposed to keep my models symmetrical while doing more complex work in the form of modifiers. Fortunately, the tutorial I was following explained that you can delete one side of the model and then apply the symmetry modifier. This tool is especially useful when you want to make the same changes to both sides in real time. Learning how to use the symmetry tool greatly helped with keeping my models tidy, professional, and consistent.
The aspects of 3DS Max I feel more confident in using now compared to the beginning of the quarter are navigating the various menus at my disposal. At the beginning of the quarter, I only knew a few buttons, what they do, and how to use them. Now, I know how to use most of the buttons, menus, and drop-downs; thus, I have a larger arsenal of tools to put to use while modeling. For example, I can change the dimensions of primitives by dragging while creating them or using the scale tool, but I also know how to input specific dimensions using the "Keyboard Entry" or "Parameters" drop-downs in the Modify panel. With enough practice, you can become confident at using or navigating any tool or technique in 3DS Max you wish. This is proven by my path of going from someone with a complete lack of experience in 3D Modeling to becoming semi-competent at creating low-poly models.