3D Modeling & Animation Reflections
2025-2026
2025-2026
I took this class, 3D modeling and Animation, to broaden my horizons in the field of digital art and learn 3D modeling as a new skill. I've been interested in digital art for a long time, but up until now, I have only ever had access to 2D digital art. 3D modeling is a new subject for me, so I was interested in learning how to use it so that in the future I could have more materials at my disposal and more experience in a variety of mediums of digital art. I knew that this class would help teach me not just about 3D modeling and Animation, but how to 3D model and make animations myself, so I saw it as a good way to learn these skills. I have never had the chance to practice these forms of digital art before, so I took this class because I knew it would be a good way for me to get experience with them.
I expect to get 3D modeling and Animation skills and knowledge on how to use tools in those fields out of taking this course. I am mainly in this class to develop my skill set and learn how to use more art mediums, so my main goal for what to get out of this class is knowledge of the tools. Since we will be going over how to use software like 3Ds Max from the basics up, I hope that I will be able to use the software proficiently and understand how to create and animate models. Hopefully, I will be able to use this knowledge in future projects, whether they be personal or for school or work related things. I expect that by the end of this class, I will be able to use the majority of the tools in 3Ds max and I will be able to rig models and animate them.
In this module, I learned how to create primitives, modify them, transform them, and make clones of them. I mainly explored how to create primitives and what modifications did to them, as well as how the transform tools work and the differences between copies, iterations, and references. When creating the pillars of the temple, I used several primitives, such as a box for the base, a hose, a chamfer cylinder, a cylinder, and a cone. I used scale tools to adjust the cone on the top of the pillars, making them thinner on one side to more closely resemble the trapezoid shape in the reference. I also learned how to use the array tool, creating rows and columns of the pillars with equal spacing between them, as well as making iterations of the beams on top of them.
The tools I learned in this module will be important to starting off any 3D modeling projects I may have in the future, since they make up the basic fundamentals of 3D modeling. Learning how to create primitives with specific measurements and align them properly is important to creating clear shapes to block out anything that I want to model before diving into the details, and learning how to properly use transform tools is important to modifying and altering the shapes to get them closer to what they should look like. Learning the different types of clones is an important part of modeling since it determines how they interact with each other; by making the beams iterations of each other, I made it so that if I altered one of them then the rest would be changed as well and the scene would stay consistent without me having to go through and change all of them. Overall, this module was an important first step in learning how to block out models so that I can have a good starting point to work from in future projects.
In module, I learned about how to organize objects in my scene and position them correctly in proportion to each other. I used the sapping features with my transform tools to ensure that objects were aligned neatly and properly. I also learned how to use the keyboard entry function when creating primitives to ensure that they had the exact measurements that I wanted and would appear in the exact location that I wanted. I also learned how to import objects into a scene, particularly when importing the parts of Alfie the cat's body that I didn't build. I made use of the grouping feature to organize all of the objects, and used the snap feature with the move tool to arrange all of the parts of Alfie exactly with each other. Overall, this module helped to teach me about cleanly organizing the elements that make up my scene with exact precision.
These skills will definitely help me be more accurate with the placement of my objects in future projects. By specifying where on the coordinate plane objects are, It is a lot easier to track them all and arrange other objects around them accordingly. Learning how to use the snapping tools also makes aligning objects much easier. When constructing Alfie, I used the snapping feature to line up all of the parts of his body exactly, making sure that there weren't any gaps but also that I wasn't loosing any parts of the objects by intersecting them. These tools make constructing models out of multiple objects neatly much easier, which will help me to make more precise models in future projects.
In this module, I learned how to create more complicated shapes and how to use modifiers. I learned how to use the proboolean tool to combine and subtract objects. I experimented with different tools such as the Lathe modifier to rotate a line and create my chess piece, or the loft tool to move 2D shapes along a path to create the screwdriver. I also experimented with the edit poly modifier, learning how to chamfer edges, connect edges, inset planes, extrude and bevel planes, and much more. I used edit poly to design a spaceship entirely out of a single box, moving planes around, adjusting them, and adding more geometry. I learned how to use many more modifiers when creating a field scene, practicing with bend and taper modifiers to create stems, using an array to create loops of petals, slicing cylinders and spheres, and using a meshsmooth modifier to make everything more clean. In this module, I learned a lot more about creating complicated shapes in 3ds max to make more detailed and accurate models.
These skills are very important to making refined models and going beyond simple geometry. When creating a 3d model, primitives are an essential part in blocking things out and creating a base shape, but modifiers allow us to bring everything to life. Edit Poly allows modelers to refine the details of a shape and make it more closely resemble what they are intending, and modifiers such as bend and taper are a quick way to alter a shape in a clean and precise manner. Using the Lathe to create the Chess piece made it much smoother and more symmetrical; using arrays to create flower petals made them evenly spaced. Learning how to use these tools will be very important for me to be able to create accurate and detailed models. Modifiers open up many more doors for artists to create detail and complexity in their designs, letting the models reach their potential.
During the first quarter of this class, I learned how to create primitives, how to change parameters, how to position objects, and how to use modifiers like edit poly. Things started out pretty simple; I practiced replicating objects with basic primitives, modeling a pillar out of shapes to create the Temple of Primitives. From there, I learned other techniques, like moving objects around and using precise inputs or snapping to connect shapes cleanly and accurately. Once I had a good understanding of the basics, I learned how to use modifiers to add detail to my models and make them more accurate. One of the most important modifiers I learned how to use was edit poly, which allowed me to adjust the mesh of objects and build off of them. I also learned how to use other modifiers, such as bend, taper, and array to name a few. This quarter taught me the basics of modeling and gave me a good understanding of the foundational tools of 3ds max, allowing me to create objects, organize them, and refine their details more closely.
The Spaceship project this quarter helped me a lot in understanding the different tools available in the edit poly modifier. When I first began using modifiers, the vast number of controls and parameters was intimidating. However, following the Spaceship tutorial allowed me to gradually get a solid understanding of many of the different options made available. I was able to practice using many of the controls, particularly inset and bevel. By the end of the project, I felt more confident in being able to use the tools on my own without relying on precise instructions from another tutorial. The Spaceship project offered me a good way to practice using edit poly and gain a deeper understanding of it's abilities.
I hope to get better at using probooleans in 3ds max next quarter. Right now, I've struggled a lot when trying to use them. I have run into seeming glitches and awkward side effects almost every time I use them, especially when subtracting one object from another. I don't think that I have a good grasp on the tool yet, but it seems like a really useful one, so I would like to get better at using it next quarter. I hope that I can make the process of subtracting one object from another less confusing. I think that probooleans are a really helpful and efficient tool, so I want to be able to use them more easily to improve my models and speed up my processes.
In this module, I learned about cameras and lights in 3ds Max. I learned about the different types of each, the benefits of the different types, how to move and position them, their parameters, and more. I also learned about shadows and how to create and alter them. The main types of lights I used were spot lights, which created cones of light; directional lights, which created cylinders of light pointing in one direction; and omni lights, which radiated light out in every direction. Spot and directional lights can be free or targeted; when they are targeted, a target object determines where the light points to. The three kinds of cameras I worked with were free, targeted, and physical. During this module, I work with positioning cameras and lights to create rendered scenes. When working on the Citizen Kane project, I adjusted the lights to try and match the scenes in a clip from Citizen Kane, adjusting the position of the lights and their brightness. I also positioned a camera to try and match the perspective in the clip. I also practiced using a three-point-lighting setup with my previously modeled fox and flowers. I created a bright key light coming from the left, added a fill light to the right to soften shadows, and placed a back light behind the fox to separate it from the background. Near the end of this module, I worked on creating a table lamp. I created the lamp with a spline and a lathe modifier. From there, I placed it into a scene with a table and a backdrop, and I added three main lights: The brightest light was a downward spotlight, illuminating the space below the lamp; a slightly dimmer upward light coming from inside the lamp; and a softer and warmer light going through the lamp. I also added ambient lighting to the scene to add depth. I worked with lights and Cameras to take my models from being shapes to creating final compositions.
The skills I learned in this module are incredibly useful for bringing a scene to life. Without proper lighting, the objects would appear more flat and boring. Being able to position and adjust different types of lights will allow me to make the most out of my models, adding depth and atmosphere. Light doesn't only add realism; it adds interest to the subject and defines forms. I used lighting to transform my wire fox model into a fox sneaking around in a forest. Understanding how to use lights will let me turn my models into readable images. Cameras also help to create specific scenes, positioning the perspective to show off the main focus of the model. Camera parameters can also allow me to adjust the dimension and brightness of a scene. Lights and Cameras are important tools for me to turn my models from geometry to vivid scenery.
In this module, I learned how to apply materials to objects in 3ds max. Throughout the module, I followed tutorials where I used some pre-made models provided to me to experiment with using the different types of materials available in 3ds max. I used a model of the One Ring, where I applied a metallic material; a model of the Heart of the Ocean, where I applied a silver and a glass material; and I used a bowling ball, where I applied a Shellac material to create marbled pattern. I also worked with a bitmap and opacity map to create a flat image of a plant to place into my background. During that practice, I learned how the material editor in 3ds max works, the types of materials and maps available, how to combine materials and maps, and how to edit the parameters of materials.
Learning how to use materials is essential for bringing models to life. Materials allow you to add textures, patterns, colors, reflectivity, and more, making objects appear more realistic and grounded in a scene. They allow modelers to take an object and turn it into something more real, something that fits believably into an image. Without materials, the One Ring would just look like a yellow torus, but with materials it becomes a ring made of gold. Materials allowed the Heart of the Ocean to be reflective and translucent, and materials allowed the bowling ball to have a marbled coloring and a shiny coating. In the future, I will be able to transform my models from basic shapes and colors to more interesting materials with more realistic and controlled physics. Learning how to apply materials to objects will allow me to experiment with how they appear in a final rendered image and even how they will interact with other components in a scene. In other words, materials bring color, life, and realism to models.
In this module, I learned about adding more complicated materials to models in 3ds max. I used UVW Mapping and t Multi/Sub-Object Material to create models with more detailed patterns. To learn how to use UVW Mapping, I followed a tutorial to put an Indiana Jones costume on a Lego model. I learned about how to UVW unwrap the model, allowing me to see the planes flattened out and letting me apply a more complex image as a texture. I applied UVW maps to the head, torso, pelvis, and legs of the model in order to apply textures smoothly to them. When creating the simple Textured tank, I started by modeling a tank out of a box primitive before applying a Multi/Sub-Object Material to it. I designated certain polygons of the box to certain materials. I added a material for the metal, a material for the camo pattern, a material for the treads, and a material for the wheels. This allowed me to apply several different materials to a single object.
Learning how to apply more detailed textures will give me a lot more freedom in what I can create in 3ds max. UVW Mapping and the Multi/Sub-Object materials allow me to create more intricate designs, whereas I was previously limited to a single material per object. The Multi/Sub-Object material will give me the ability to add more than one material type to a single model by assigning particular polygons to particular materials. UVW Mapping allows me to apply bitmaps to more complicated shapes by unwrapping the polygons so that they can follow a design more cleanly. Using these tools, I was able to add a more complex and interesting design to the clothing of the Lego figure and the texture of the tank. These tools will allow me to add more detailed materials to more complicated objects in my future projects, pushing them beyond basic materials.
In this module I learned about rigging my models. Rigging a 3D model involves creating a set of "bones" attached to the model that you can move and position to put your model into different poses. I practiced rigging 2 models in different ways: I rigged a model of a stone monster by first creating a set of bones to move the arm and secondly by using a bipedal skeleton preset to rig the entire model; I also turned a Lego figure model into a movable character by setting up parent and child connections between the objects and using orientation and position constraints. I could move the stone monster into new positions by moving and rotating the parts of the skeleton, and I could move the Lego figure by rotating its head, arms, and legs to put it in new positions. This allowed me to put Frankenstone, the Lego figure, and Frankenstone's monster, the stone creature, into creative poses.
Rigging is a vital step to take your models from stagnant figures to moving characters or objects. Using the skeleton structures, a model can be positioned in basically any way that the modeler wants. This means that a model's pose can be easily changed without having to individually move and adjust every piece. It's like turning a character into a puppet that can be set up in a variety of ways. Once rigged, I could change Frankenstone's monster's pose freely and easily while maintaining its form. This not only opens a door for me to be able to create more dynamic and unique poses with complicated designs, but it also gives me the ability to animate my models more fluidly by using the bones to adjust a model's pose in a more natural and easy way. Learning how to rig means that I will be able to create models that I can adjust and animate, opening up the world of 3D animation.
In this module, I learned how to make an animation in 3ds max. I learned about frames, keys, and tangents. Frames are the images that make up an animation; key frames mark the position an object or character is in at a certain time, and 3ds max creates transitioning frames between key frames; tangents refer to how fast or slowly an object accelerates while moving. To practice animating, I created a scene using the Indiana Jones Lego figure and Frankenstone's monster in the Temple of the Primitives. The scene consisted of three shots: an establishing shot of Indiana Jones walking into the temple, an encounter shot of Jones noticing the monster, and a running shot where the monster chased Jones through the temple. I used controllers to move around Indiana Jones, his arms, and his legs to create motion, creating key frames of his limbs at their farthest forward and farthest back poses to make him move. I used paths to move the cameras around the scene smoothly. In the end, I was able to create a short animation of Indiana Jones finding and running from Frankenstone's monster.
Learning how to animate opens up a whole new world for me in 3d modeling. For most of my modeling lessons, I have learned how to create stagnant scenes, making objects and adding materials and lighting. However, animation allows me to bring objects to life. Using the models and rigs that I've learned to create, I can have objects and characters move around and interact with each other. I can use the animations to tell a story, even without dialogue, as seen with the Big Premiere animation and Indiana Jones's flee from the monster. This module has allowed me to take my 3d modeling skills to the next level, giving me the chance to give my characters life.