3D Modeling & Animation Reflections
2025-2026
2025-2026
I enrolled in this class so as to learn valuable skills. 3D Modeling is a useful course to have under my belt, as I plan on going into computer hardware engineering. Additionally, this class allows the follow up to be Game Design. This is also a useful course. There are many use cases for this class, and I hope to use these skills for many years to come.
Out of this class, I expect to familiarize myself with 3D modeling. Animation, the other part of this course, is also a large benefit as I plan on being a hobbyist game developer. I hope to learn as much as I can in this course, and excel.
Module One assisted my learning in many ways. For starters, I learned the basic tools. These range from simple rotate tools to building pillars. I learned many definitions of words, such as "primitives" being the basic building blocks. By the end of the module, I was able to model something called the "temple of primitives". As the name suggests, this was a temple built using entirely primitives. I learned many useful tools in this unit, and I am excited for the next.
I can use these tools for many units to come (and beyond). Module One set up the very basics of my 3D modeling campaign. The primitives will be used all the time in upcoming assignments and projects. Without primitives, there is no modeling. I am very grateful for this unit, as it sets the building blocks (or primitives) of 3D modeling.
Temple of the Primitives Still Image Capture
Module Two was another very helpful unit. Like Module One, this module sets the groundwork for more to come. In this module, I learned how to manage my scene. Managing your scene includes organizing the files. This streamlines the process later down the road, as you can find files much easier. This unit included projects such as Alfie Hitchcat and Four Corners, requiring more skill than Module One's projects.
This module will help me in many ways in the future. Without organization, larger projects would be near impossible. Now, I can easily organize my scenes and assets. While this may not have been the most interesting unit (its true), it was definitely a valuable one. Organization is key!
Four Corners Scene Still Image Capture
Module Three was where modeling got serious. In this module, we started modeling more details, with projects such as the Lego Minifigure and Video Game Props. The Lego Minifigure taught me how to use many important tools, and began my process of learning how to make detailed models without a bunch of primitives. For my Video Game Props project, I chose a Star Wars theme. I modeled an ARC-170 Starfighter and an Astromech Unit. These were a delight to model.
The tools, and experience from this module will help me in many ways. I am way more comfortable with the software than when I started. Additionally, the tools learned are necessary for further progression. I hope to finish this unit strong, and continue on to the next with confidence.
Module Four taught me lights and rendering. My favorite part was the 3-point lighting. This interests me as a theater lighting designer and master electrician. The most difficult part was also the 3-point lighting, as the requirements were not easy to fulfill and the interfaces confusing. I persevered through that, and made a wonderful render of the lighting.
These tools will be used indefinately. With the 3-point lighting, I am able to render objects I model in a professional manner. I cannot wait to demonstrate more modeling in the upcoming modules, and beyond.
Module Five was a very informative and important unit. This module taught me how to use maps, textures, and rendering. We learned about .rps presets, the Slate Material Editor, and more. While I was very confused at first with the new interface of Slate, I figured it out and learned.
These tools will be used over and over again as time goes on. For the final project, we will need materials. The Slate Material Editor is also very important. The renders will allow us to test settings as we go.
The Beginnings
Quarter one was everything I have learned in modeling. Before this, I did not know how to do any modeling. Now, I am able to start with a cube and model it into an entire space ship in the matter of hours, render beautiful photos, set up lighting for scenes, and more. I am more confident than the beginning of the quarter in every single aspect. My goal for next quarter is to learn the final ropes of the program, and begin animation. Animation has been something intriguing to me for years, and I am eager to learn. This course has been an absolute delight, and has taught me many things.
3DS Max
3D modeling was completely new to me at the beginning. I had heard of programs like Blender, and I understood the idea, but had never touched a modeling software. This quarter I was introduced to Autodesk 3D Studio Max. Using this program, I have been able to create beautiful projects such as my ARC-170 (shown in the Student Showreel page). For the majority of the quarter, I was unfortunately using an older laptop to run 3DS Max. This taught me to appreciate the demands on the user's computer while running modeling software. Now, I use a high end desktop provided by the class, and can run complicated scenes in 3DS Max.
Learning the Tools
I was very excited to begin Module Three of the BrainBuffet course. This module was where 3D modeling got "real". Module Three had seven assignments, all teaching me different and important tools that are still in use in my design pipeline today. I started with the Lego Minifigure project, then modeled a screwdriver, chess pawn, submarine, a space ship, and a large field scene. These taught me the tools of the program. The most difficult of the bunch was the Field Scene project. This was difficult as we were tasked with making organic mushrooms and rocks. At the end of the module, I modeled my fabled ARC-170. This is my favorite model of mine. It exemplifies my aptitude in modeling, as well as my love of the Star Wars franchise.
Module Six taught me valuable skills of UVW mapping. I struggled in the beginning with Module 6, but throughout the unit I improved and became more comfortable. I learned tools such as stitching, UVW mapping, UVW unwrap, and more. These tools allow me to texture my models with a high level of detail.
UVW mapping will be used many times in the future. One such time will be my PBM (Performance Based Measurement, or the final assessment). With learning these skills, I have become more comfortable for the upcoming PBM.
Module Seven was a unit that I personally struggled very much with. Throughout the unit, I learned the skills anyway. The main skill in this module was rigging. I rigged a stone golem and posed it to create four different scenes.
Rigging will help me animate characters in the future. This will help on my PBM as well. While it may not be the easiest module for me, I figured it out and will continue to improve.
In Quarter 2, I learned many invaluable tools. My work improved drastically, allowing for lights, rendering, materials, and more. Throughout the quarter, I made projects like the Stone Golem and PBM. My PBM was by far my best work, as it should be. UVWs were the most difficult part for me. All in all, it was very educational. I'm excited to take Game Art and Design next year.