3D Modeling & Animation Reflections
2025-2026
2025-2026
Why am i taking 3D modeling & animation?: I am taking this class to learn how to 3D model and animate so i will be able to animate my characters and make my own mini game inspired my my comic. I have been perusing the digital arts for 2-3 years now and i thought this class would be the perfect introduction into 3D animation, modeling, and some small bits of game design. I really want to learn how to animate in 3D which is one of the main things this class teaches. In summary I want to learn how to 3D model and animate for my own personal projects and possibly my future job.
What do I expect to get out of this class?: I expect to be able to model basic items and animate them, collect the basic skillset to be able to advance my 3D skills on my own, And learn some game design basics. I expect to be able to model my own characters in a way that they don't look like oddly shapen blobs or color. I also expect to have a good time and make some new nerd friends! ^_^
Module 1 Contents And Takeaways (written nov 25-30)
In this module i learned the ins and outs of 3DSmax and many of the basic keyboard shortcuts. I was taught how to make primatives and manipulate them in many different ways. An example of this was in the Temple Of The Primatives, where i created the pillars of a temple and assembled a scene with them, I used primative-specific modifiers like the hose modifiers to create a curvy bit in the pillars. i also learned how to set up a reference image on a plane without distorting it to keep the reference as accurate as possible. this was very useful in my project because i had to model specific small details. I also learned how to clone and create multiple copies of an object at once to create all the pillars in the temple. (seen on right)
All the skills i learned in this module are essential for the rest of this course. I learned the basics of modeling which is what i will need to know for every 3DSmax assignment i receive, and how to use basic tools such as scale, move, & rotate. I will need to use these skills constantly for future projects. I had also learned the basics about polygons and the difference between high-poly and low-poly models, and overall essential skills for modeling basic and advanced models. This was the perfect introduction to 3D modeling and i will apply all the skills i have acquired from this module into my assignments and projects.
Module 2 Contents And Takeaways (Writen oct 1-oct8)
In this module i learned how to use more advanced tools in 3DS max such as parent-child relationships in hierarchy, type-in commands, angle snaps, backup folders, pivot points, and the scene explorer.
I used these skills to make Alfie hitchcat (seen on right)
Module 3 Content And Takeaways (Written oct 23)
In this module i learned how to use more advanced modifiers such as chamfer, extrude, bevel, and proboolean. i used these skills to create my lego minifigure of myself. i created it in 3 different parts, the head, torso, legs, and relocate the arm model (which was given to us.) Some examples of these were; I used proboolean on the legs of the Lego Minifigure to create the holes in the legs that help the Lego to sit and stand. I used chamfer to make edges more realistic because no edge in real-life is perfectly sharp, it also helps keep edges from being affected by smoothing modifiers! The hardest part of making the Lego minifigure for me was making the head, surprisingly its supper hard to make. This module was the hardest for me to model because of the detail and complex modifiers. The final assembly of the Minifigure can be seen on the right:
The skills I learned from this module I will need to use for shaping and creating more complex and detailed models with realistic edges. The meshsmooth and turbo-smooth tools will be essential for creating rounded edges in my models. The proboolean tool will help me with creating specific divots and holes in my future models, and projects. I will 100% have to use these skills in all of my future models/projects in this class and in my independent projects.
Module 5 Review and reflection (12/1-2/25)
In this module i learned and built upon my rendering and material editing skills by editing, rendering, and placing objects in a display case so create a still life image.
The main topics taught in this module are material editing and rendering. The main assignment in this module was the still life assignment where we textured and rendered a few items from famous movies on a display case stand. The items i rendered include the One ring, The heart of the ocean (Titanic), and the Bowling ball from Big Lebowski.
The main things i learned to use in this module are the material editor menu and how to apply different customizable materials to objects and create different visual effects and textures.
Some topics/items I struggled with in this module were following along with the complex material editor settings and problems with importing files. something happened with importing the bowling ball file and the poly mesh was messed up. i ended up just using the model because of time reasons and that wasn't the main focus of the assignment.
I will use the skills i learned in this module in the future for adding material and design to objects for my future projects which will require said skills. This is an important skill because if i want to create for example, a transparent object such as a window pane. i would need to make it see-through by using a glass material.
Module 6 Review And Reflection (1/4/26)
In this module i learned about the UVW modifier and how to unwrap and arrange textures to fit around an object. I followed the tutorial in Brain buffet to create the costume for the Indiana Jones Lego minifigure (Seen on right)
The main topics I learned in this module are the difference between 2d and 3d maps in modeling and the difference of when they are applied to objects and how to apply them. I learned how to unwrap, edit, and apply UVW textures to objects by using the UVW modifier. One thing i learned is that if you try to add a texture to an object and it doesn't align with the unwrapped object you can use a tool called pack custom to align the texture. I used these skills to add the provided textures to the Indiana Jones minifigure that will be used later in the modules. Some more useful tools i learned are the Pelt tool (Used to help mapping on round or organic shapes) The flatten mapping tool (used to unwrap a models UV texture coordinates on to a 2d map) and the Seam, stitch, and break tool (Change the way edges and polygons connect and display texture)
I will use these skills when i am creating a texture for a project that needs to be unwrapped and assigned to an object. An example of this is i plan to add an image to the shirt of my character for my PBM. I will need to unwrap the texture as well as use the pelt tool because of the organic shape of the shirt.