3D Modeling & Animation Reflections
2025-26
2025-26
One of the many reasons I chose to take 3D Modeling and Animation was because of an interest of mine in background design and animation. I have had an interest in background design ever since I learned about animated backgrounds. Another reason why I tookj this class was because I wanted to learn how to animate. I was also recommended this class by my good friend Henry Woolsen who said he very much enjoyed learning with 3DS Max and earning his cert.
I expect to pass this class with an A and earn my certification. A big goal for me is to get straight As this semester after a not very straight last semester. Earning As is very important for a college application which will then go on my resume, which is also a theme in this class. I also want to earn my certification for my resume if I ever continue the 3D modeling path.
In Module 1 I learned the basics about how the software works and some of the tools and tabs. Some of the cool things I learned is how to make clones of objects in arrays with one click. I used this feature to make the pillars for my temple of the primitives. Another cool feature is the clone feature which i used for my snowman on the right.
I may use theses skills in the future to make big landscapes with objects that are repeated. An example would be my final project which could be a landscape with rocks that are scattered across a feild. These skills are important becuase in the future they may help me save time while in a rushed setting or with a due date upcoming.
In this module I learned how to use pivot points layers and selection tools. Pivot points are vital for making a scene because they allow you to make an object to rotate around the selected area. Layers are also very helpful for organization and control in your scene. Selection tools are key for quick movement and editing actions. An example of layers is having a scene with different types of primitives and freezing some primitives that are not in use currently.
I applied these skills in my Four Corners Scene where I used Selection tools and and layers to organize my primitives and scene. I used Selection tools to group objects in my scene and make them all a certain color or freeze them so I wont affect other objects. I am proud of my Four Corners scene because I discovered an easier way to create objects with the help of Mr. B.
In this module I learned many skills, such as Edit Poly, Chamfer, Bridge, Extrude, Proboolean, and Meshsmooth. Edit Poly is a tool sculpting objects into your desired shape using vertex, edge, face or element. Chamfer is a tool used for sharp edged cutouts. Bridge is a tool to connect edges in shapes. Extrude pushes or pulls polygons to create unique shapes. Proboolean is very useful, it allows for cutout of other shapes to be made in the selected object. Meshsmooth is used for smoothing out shapes to the desired amount.
I applied these skills in my Lego figure project where I used Bridge to connect my foot and leg. Edit Poly to pull out its hips. Proboolean to make its stud holes. Extrude to make its waistband. And Meshsmooth to smoothen out its edges. All of these tools are very useful and I am currently using them in my Module 3 project where I am creating nun-chucks.
In this module I learned how to use and modify lights and cameras in 3DS Max. Lights have 6 different types in standard mode. Target Spot, Free Spot, Target Direct, Free Direct, Omni, & Skylight. Each is used for their own unique feature. Omni is used for all direction lighting like a lamp or as the sun. Spotlight is used for a directional sort of stage spotlight. I also learned about the different types of cameras and how they each take light in and display it.
I applied these skills in my table lamp light. I used two spotlights & simple primitives to create my lamp. -> I also used a physical camera and render to capture this scene. This module is one of the most important due to its learning of veyr important features for my PBM.
In this module I learned how to use the compact material editor and maps in 3ds. These are very important skills which helps the user create unique not possible textures and patterns. Maps are the actual pattern applied to an object used in the compact material editor. Which is the place to apply patterns to objects by dragging and dropping.
I applied these skills in my Still Life project. Where I made the bowling ball from the Big Lebowski, the Ring from LOTR, the Heart of the Ocean from Titanic, and the Maltese Falcon from The Maltese Falcon. I used a shellac texture for the flowey bright red and black on the bowling ball. A transparency map on the diamond, a polished glass on the falcon and a metal map on the ring. All of these came togtehr to make this amazing scene with movie props from famous pop culture media. This is a very important Module becuase it will help me texture my area for my PBM
In this module I learned how to use the UVW map modifier and the UVW editor. The UVW editor is a tool used to put 2D images onto 3D objects. For example putting a brick texture onto a 3D wall. I also learned to used the UVW map modifier. Its use to control how 2D textures are projected onto a 3D object.
I applied these skills in my Indiana Jones Wardrobe project. Where I made a Lego figure and mapped and textured its clothing by editing its map modifier and creating its clothes. I felt it was really cool and a great tool that I will use for the texture of my character in my PBM.