3D Modeling & Animation Reflections
2025-26
2025-26
I took 3D Modeling & Animation because I'm interested in taking the Game Design course, A close friend recommended the class to me knowing my interest in the topic.
I like working with creative and technical tools, and this class seems to combine both. I also wanted to explore 3D modeling because I enjoy 3D printing and the skill-set is transferable. Overall, it felt like a fun and useful class to take.
From this class, I expect to learn how to properly create and use 3D models. I want to get better with modeling software and workflows. I'm hoping to make assets that actually work well in games, not just look good. I also expect to improve my problem-solving skills through projects. By the end of class I want to be more confident in my 3D work.
In Module 1, I learned the basic tools and layout of 3ds Max. The material went over how to move around in 3D space using different viewports and views. I learned what meshes and polygons are and how polycount affects a model. I also practiced using the menu bar, toolbar, and command panel to control my scene. Once I understood their settings, I was assigned the project “The Temple of the Primitives.” This project put into perspective how important some minor details I initially overlooked were, such as centering everything precisely rather than just eyeballing it with the move tool.
I also became more comfortable using the move, scale, and rotate tools, along with clone options like copy, reference, instance, and even arrays. Using arrays saved me a lot of time on the Temple project because instead of manually copying and lining up every pillar, I could duplicate them evenly in just a few clicks. That made my work cleaner and more accurate. These skills feel important because they are the foundation for more complex 3D modeling later on. Without understanding these basics, it would be much harder to build detailed models or work efficiently on bigger projects.
In Module 2, I learned how to better organize and control my scene in 3ds Max. This module focused more on managing projects instead of just creating objects. I started by learning about project folders and how important it is to keep files organized so textures, references, and saves don’t get lost. We also practiced using the type-in transform tools, which made positioning objects more precise instead of relying only on dragging them around. Learning about reference coordinate systems helped me understand how objects move differently depending on whether I’m using world, local, or parent coordinates. At first it was a little confusing, but after practicing, it made more sense and gave me better control.
I also learned about pivot points and how they affect scaling and rotation. Adjusting pivot placement made a big difference when trying to rotate objects correctly. The selection tools, parent and child relationships, Scene Explorer, and layers all helped with keeping the scene organized and easier to manage. When working on “Making Alfie,” using reference images and snaps helped me stay accurate instead of guessing proportions. Parenting objects together also made it easier to move grouped parts without messing up alignment. Overall, this module showed me that staying organized and using precise tools makes modeling cleaner and more efficient.
In Module 3, I focused on creating more detailed and complete 3D models by using more advanced tools and modifiers in 3ds Max. This module included projects like the Lego Mini-figure,now m Screwdriver, Chess Pawn, Toy Submarine, and Spaceship, which helped me improve my precision and understanding of how complex objects are built. For example, when creating the chess pawn, I used the lathe modifier to turn a 2D profile into a smooth, symmetrical 3D object, which made it much easier to get the correct shape. In the screwdriver project, I used the loft tool to create the handle and shaft, which showed me how paths and shapes can be combined to form more complex geometry. I also continued using tools like extrusion, scaling, and rotation to refine my models and adjust proportions. The field scene project helped me understand how to place multiple objects into one environment and keep everything organized and visually consistent. Overall, this module helped me move beyond basic shapes and start using more efficient and precise modeling techniques.
For modeling project that wrapped up this Module, I created a Mute jammer and a drone from Tom Clancy’s Rainbow Six Siege, which required me to apply all of these skills together. Creating the Mute jammer used techniques from the Lego Mini-figure, spaceship, and submarine projects, since it involved assembling multiple parts together and using modifiers to refine the shapes. The drone relied more on skills from the chess pawn, submarine, and screwdriver projects, especially using modifiers like lathe and loft to create smooth and detailed components. Both models required careful use of reference images, precise scaling, and accurate placement to match the original designs. Overall, this project helped me understand how different tools and techniques connect together and improved my ability to create more advanced and realistic models.
In Module 4, I worked with lighting and cameras in 3ds Max and started to see how much they actually affect a scene. We focused on things like light types, shadows, intensity, and camera placement. I used three-point lighting, which made it easier to see how different lights work together to shape how objects look. I also followed a reference to recreate a scene, which showed how small changes in lighting can completely change the result. The table lamp activity was more simple, but it helped me understand how light interacts with objects and materials. Overall, this module showed me that lighting isn’t just an extra step it really changes how everything looks.
Even though this module was shorter, the skills are still useful. Lighting can make a model look good or completely ruin it, depending on how it’s set up. Using something like three-point lighting makes a big difference in making objects look clearer and more realistic. Camera placement also matters since it controls how the scene is viewed. These are things I could use later in game design, animation, or rendering, where presentation matters just as much as the model itself. Overall, this module helped me understand how to make scenes look nice and presentable in the final render.
In Module 5, I worked on the still life project, focusing on materials and rendering. The main part was applying different materials to objects like the bowling ball,The One ring, and Heart of the Ocean, and getting them to look right under lighting. I adjusted things like reflectivity, transparency, and color to match how the materials are supposed to look. The bowling ball used a shellac material to get that glossy finish, the ring used a metallic material, and the Heart of the Ocean combined transparency and reflection, which was a bit more complex. Rendering each object also helped me see how small changes in materials or lighting actually affect the final image.
For the final still life scene, I put everything together with the props, textures, and lighting into one render. This made it more about making everything look consistent instead of just focusing on one object at a time. I had to make sure the materials didn’t look out of place and that the lighting worked across the whole scene. This project made it pretty clear that materials matter just as much as the model itself, since they can completely change how something looks. These skills would be useful for things like game assets or renders, where the final look matters a lot. Overall, this module helped me get better at making my models actually look finished as opposed to flat and life-less.
In Module 6, I focused on UV mapping and textures by applying an Indiana Jones skin to the Lego figure from an earlier project. I learned how textures wrap around a 3D model and how important UV placement is for making everything line up correctly. I had to adjust the texture so details like the face and clothing matched the correct parts of the model. This module showed how much textures can change the appearance of a model without changing the geometry itself.
These skills are useful because textures are a major part of making 3D models look finished and recognizable. UV mapping is used in games, animation, and other 3D projects whenever a model needs detail and color. Overall, this module helped me understand how 2D textures connect to 3D models and how important accurate UVs are.
In Module 7, I worked on rigging a stone monster called Frankenstone. I learned how bones and controls are connected to a model so it can move for animation. I also worked with skinning and the subsequent jank that comes with the territory. This project helped me understand how character movement works behind the scenes.
These skills are important because rigging is what allows characters to move and animate properly. Frankenstone showed how a model needs a solid rig before animation can happen. Overall, this module gave me a better understanding of the technical side of character animation.
In Module 8, I created an animation using the Temple of the Primitives scene along with Frankenstone and the Indiana Jones Lego figure. This project combined skills from earlier modules like modeling, texturing, rigging, lighting, and animation. I worked with keyframes, character movement, and camera placement to build the final animation. Using models and rigs from earlier projects made the module feel more connected overall.
This module showed how all the different parts of 3D production work together in a finished scene. Modeling created the characters and environment, rigging allowed movement, and animation brought everything together. Overall, this module helped me understand the full process of creating a complete animated scene.