3D Modeling & Animation Reflections
2025-2026
2025-2026
Why I chose 3D Modeling was because I have a fascination of the 3D Modeling process and how to make games and movies. I have always been interested in making my own video games and how they make the characters/scenes look like they do. Taking this class can help me make those animations and make my own characters based on games that I enjoy. Legend of Zelda: Breath of the Wild has been one of those games that has truly fascinated me with its game quality, characters, and scenes. I would like to create something similar to that, so taking this course would open my horizons on the animation world not only for games, but for movies and short clips too. What I expect to get out of the course is to expand my knowledge of 3D modeling and animation, and to also know how to create my own clips and game/art designs. Some topics that we explored in this module was how to create copies of other objects. There are multiple ways to complete this, such as, holding the shift button and right clicking and clicking clone.
How might I use this in the future? How I will use the copy tool is to make single copies of simple features. Those features would include facial features such as eyes, eye brows, and cheek blush. How I used the copy tool in the Snowman project below was that I made copies of the black spheres to make sure that they were the same dimensions and same size. Other ways that I used to copy tool in this project was copying the bottom sphere to transform it to the head and have them be the same size and same shape without having to make a whole new primative.
What I learned in this module was how to make actual primatives that look like actual objects(animals and scenes). Tools and techniques that I explored in this unit was how to make multiple copies using the Array tool and I learned that you could rotate and move primatives with typing it into the X, Y and Z axis'. With Alfie Hitchcat, I learned how to import other projects into each other. I also learned how to use snaps so I get a clean line whenever I line up my primatives. In my photos down below, (I still need to include because they are not on this computer) you can see that Alfie is posed in multiple ways. The entire body is connected using the Snaps tool that I had mentioned earlier.
How will I use these for future projects? I will use the Array tool often if I am trying to make multiple copies in linear, circular, or path-based patterns. An example of how I would use the Array tool that I have used was when I have to use the tool to make multiple copies of the pillars in the Temple of the Primatives. An example of how I will use this tool is if I want to make a corn field. First, I will have to make the corn primitive, then click the Array tool, and then pick how far apart I want them and how many I want. Another function that I used while making Alfie was the Snaps tool. You can use the snaps to align pivots, vertices, edges, and grid points to other geometry. How I used Snaps (as explained in the paragraph above) was to align everything and to make sure that everything was snapped together so there was no open spaces.
Alfie in the Temple of the Primatives
4 Corners
Alfie right
Alfie left
In this module, I learned how to use splines and how to use the mesh tool. In the chess pawn project, Animal crossing Frog, and screwdriver (shown below) I used the line spline to draw out the outline of my chess pawn, convert it to an editable spline, use the lathe modifier to create a 3D shape of your line, and then play around with the X, Y and Z directions, Alignments, and the Outputs. You can use Splines is by using Loft. you can use loft by making an outline of your object, then creating a simple line for your thickness, click the line that you want to be thicker, then going to compound primatives, click loft, get path, then you'll have the shape you want as a not filled in shape, but as a thick line. You can also do this same process and the click "Get Shape" and then your object should take shape of selected item.
How will I use this in future projects? I will use Mesh and Splines to make organic shapes and to make my primatives look more smooth and organic. For future projects, how i could use the Mesh tool would be if I had a chamfer cylinder and used Mesh Smooth on it, it would turn the primative smoother and give less harsh lines and give it more of an organic and lively look rather than the sharp edges it gives us if Mesh Smooth is not used. Ways that I can use/ have used Splines is that I have my reference image to base what I want my object to look like, create a outline using a line, use lathe, and then alter the X, Y, Z directions, alignment. and the outputs to finalize what your new primative should look like. Other ways you can use Splines is by using Loft. you can use loft by making an outline of your object, then creating a simple line for your thickness, click the line that you want to be thicker, then going to compound primatives, click loft, get path, then you'll have a good shape.
04-07-26
What did I learn? I learned that setting up proper lighting is essential for creating mood and depth. I learned the multiple types of lights that we used, Omni, Sky, and Spotlight just to name a few. I also adjusted light parameters like intensity and color to refine the atmosphere. And lastly, I learned to use render to see lighting changes and then change the exposure controls to manage brightness.
How am I going to use this in future projects? I will use lights for whenever I want to create scenes with Sunlight when I am trying to create day scenes. I will use spot light when I want to create a dramatic scene for my object to give it depth. I will use omni when creating general light for an object. How I incorporated these in my objects in this module was that I used the spotlight to create the main light source for my 3 point lighting for the frog and made it dramatic. And another way I used this was that I used Omni Lights to create the lights for my lamps.
What did I learn in this module? I learned how to use the material editor and how to apply textures to primatives. How I used this in my project "Still Life" was that I clicked on the material editor and made sure that it was set to Physical Material. I clicked any of the spheres given, and then chose what I wanted my base material to be. Whether that was glass, wax, marble, or wood.
How will I use this in the future? I will use this in the future when I want my object to have a specific kind of texture. If I want my material to be gold, I would have to click the Material editor option, click a sphere that is shown above, then choose what I want my physical material to be by clicking the material mode. Then I could change the color of the gold to make it more yellow, white, or orange if I wanted to. After I alter the material to whatever I wanted it to be, I click render and then see if anything else needs to be altered to the material before the submition.
Final Still Life
Heart of the Ocean
One Ring
Bowling Ball
What did I learn this module? in this module, I learned how to use the unwrap UVW material. How to use unwrap UVW is you select an object, apply the modifier to the object, open the UVW editor, and flatten the mesh of the object by refining the seams. How I used unwrap UVW in my project (below) was I would click what I wanted to have a texture, add the unwrap UVW modifier, and then adjust the seams if needed. I learned that adding textures can also be added by unwrapping objects instead of just dragging and dropping images to primatives. I also learned that when you want to input your image, you have to go to normal mapping, click box mapping or whatever mapping your image needs, then go to the top right corner and click pick texture, then finally, you click bitmap and click on the image you want to use on your object and then adjust from there.
How will I use this in future projects? I will use this in my PBM when creating an unwrapped image for my chosen character. How I will used this feature is selecting an object, applying the modifier to the object, opening the UVW editor, and flattening the mesh of the object by refining the seams. I can also create my own maps for my images and then apply them to the object chosen. Indiana jones was a great way of showing how to use multiple ways to map and apply your images and textures to a given plane.
indiana jones
indiana jones
What did I learn this module? I learned how to used Bipeds and how
How will I use this in future projects?
Throw the dummy
Showing off
Power Stance