This model I created was inspired by dinosaurs and my personal art style. That’s why the mech model has tails and claws. It connects to my art style because I usually draw the weirdest things, including claws or tails (hybrids). That's exactly why I added them to the mech model, it represents my style. I’m very proud of this model because it’s more complicated, colorful, and I find it adorable. This project was very fun, and I enjoyed adding my own personality and characteristics to the mech, rather than just moving on and leaving it as it was. The mech wouldn’t be the same without the tools I used in the project. To list a few, I used extrude, bend modifier, boolean, etc. Without these tools, the mech would look a lot different from how it looks now.
Date Added - 01/21/25
During the creation of this project, I first searched for the wood grain texture and fragile signs. Next, I added them into Photoshop and started manipulating the wood grain to make a crate side. Then, I added some shadows and the fragile signs. For one crate side, I needed the bump, spec, and diffuse maps to add them to the 3D model. Once I created all of the maps, it was easy to make the remaining sides for the crates because it was quick and easy once I memorized the steps. Then, I put the maps in the material editor and finished the model. In the end, this project taught me a lot about Photoshop. Using the information I gained from this project can help me make more detailed and cleaner models. This is also why I’m proud of this project because it gave me a deep insight into Photoshop, and the final outcome of the crate looks amazing.
Date Added - 01/21/25
This project consisted of multiple primitives, each with a physical material that manipulates their properties. Learning this information and figuring out the best way to bring out the different properties on each primitive will help in future projects to make them shiny, transparent, or more. However, during this project, the hardest part was learning how to bring out those different materials. I eventually learned how to do it by knowing which ones are responsive to certain numbers on the roughness scale and others. Overall, this project taught me how to use physical materials on models, making them look different compared to my past project in the first quarter.
Date Added - 01/21/25
I’m proud of this project because I learned a new skill, used more Photoshop skills, and liked the outcome. It started with making the model using the extrude and bevel tools. Then, I chose the seams and split them into separate individual islands. Next, I added the Unwrap UVW modifier and opened the UV editor. From there, I organized the islands and rendered them as a JPEG. I went to Photoshop and colored the rendered JPEG from the UV editor. Lastly, I saved it and applied it onto my model. This project will be incredibly useful in future projects because I can significantly enhance the model by making them look detailed, colorful (patterns), or realistic.
Date Added - 01/21/25
In this project, we have simple box primitives with a material that makes them shiny, along with multiple lights that enhance their reflectiveness. This piece helped me learn how to create shiny or metallic effects in the material editor. Compared to my projects in the first quarter, I didn't know how to make things shiny before.
Date Added - 01/22/25
I added this project because, for one, I didn’t have any other impressive projects or one that I liked from quarter 2 (made in quarter one). Second, I really like that I managed to make the sandcastle, rocket, sand bucket, and shovel. I’m proud of this project and myself for the outcome, even though I didn’t fully finish it. This project is more complex than the others because I spent more time on it, and it has more details. Especially since it involved extrude, boolean, splines, and more. Overall, this project is one of my favorites, and I developed a better understanding of the tools and 3Ds Max.
Date added - 01/22/25
In this project, I used a majority of the tools I learned at the beginning of the year, which mainly consisted of move, rotate, scale, extrude, inset, proboolean, and more. Additionally, I applied different textures and modifiers to the 3D models, adjusting their settings to enhance the realism of the scene. One interesting moment occurred while I was modifying the texture settings; the setting caused the mushrooms to glow. This unexpected effect was very intriguing and interesting for me because I didn't know it was possible to make models glow. Overall, these tools, textures, and modifiers played a crucial role in achieving the final product of my Video Game scene project. Which is why this project stands out because of its detail, objects, and multiple materials, making it more complex compared to my earlier work in the first and second quarters. The video game scene incorporates many tools and textures into one of the 3D objects, enhancing the overall complexity and depth of the project. I take pride in this piece because I created it by referencing a video game I loved to play as a kid and still do now, Crash Bandicoot, and I relied on the knowledge I gained from previous projects to bring this scene to life. Furthermore, I am pleased with the overall appearance of the project, especially how the glowing mushrooms contribute to a sense of darkness in the forest, adding to the atmosphere and creating a sort of mysterious effect to the scene.
Date added - 03/27/25
In this project the main tools I used to do the project were the move, rotate, and scale tools. Additionally, I incorporated some modifiers and textures, such as the twist modifier and wood, metal, and glass textures. I faced many challenges, mainly with the placement and intensity of the lights to match the room and lamp. I overcame these issues by experimenting with the intensity and colors of the lights until I found the best combination. Once I had that, I placed the light in the lamp and a different light that softly emitted across the entire room. With that, I finished the project. The project was inspired by my own room. I have a bookshelf filled with lots of books, although the scene only has about 5 or 6 books. The bookshelf helps to fill up some of the empty space in my scene.
Date Added - 03/27/25
In this project, I had to create an object that could be found in video games, and I chose to make a treasure chest. However, things escalated, and I ended up making multiple objects surrounding the treasure chest. Even so, I really enjoyed this project because we didn’t need to create it in 3ds Max; instead, we had to make it at home using different basic materials like cardboard or play-doh. This art piece allowed me to be more free, as I’m still learning with 3ds Max and don’t know everything I need to know yet. The project represents my artistic skills and my vision. I love making silly or cute things, which inspired me to create this project, and I further enjoy making mixed-media art, which this project showcases. I’m proud of what I made, and I love how it transformed into a lovely showpiece that I can display in my portfolio and my own room.
Date Added - 03/27/25
In this project, I faced numerous challenges, including adding keyframes, adjusting speeds, and rotating and scaling the objects in the animation. However, I overcame these challenges by carefully watching the tutorial video and rewatching areas I didn’t fully comprehend the first time. After that, I would explore a bit and animate what I felt was right and replaying the animation to see the results. I am particularly proud of this project because it’s the second time I’ve animated something, but it includes more information about how animation works. It has taught me in greater depth how to use the time configuration, time slider, keyframes, and much more.
Date added - 03/27/25
In this project, I used the curve editor to make the cars go at different speeds and arrive at the end at different times, which makes it seem like they’re racing each other. The curve editor was the only tool I used to manipulate the speed of the cars; however, in the curve editor, there are things called tangents. These tangents can make the speed of the car accelerate or decelerate from the beginning, the end, or a mixture of both. The curve editor was really confusing to use at the start because the video I followed was for an old version of 3ds Max, meaning that the information it showed didn’t match what I saw on my screen. Even so, I overcame this problem by clicking and moving random things until I noticed that the ones on top are the tangents. Only then did I click on them, and it changed the speeds to what I needed them to be. If not, I would manipulate them a little bit to get them to be what I wanted. The curve editor is really useful once I understand it a bit more. I would like to apply what I gained from this experience to future projects because I think it’s helpful and could make the objects seem more realistic.
Date added - 03/27/25
In this project we’re still learning about animation, however this is different from the previous projects. The reason why it’s different is because I used various different items and tools to achieve the final result. For example, I used different types of lights and cameras, but I also used different tools like the move, rotate, link, align, path constraint and rescale time. All of these tools and items have helped me to get a better understanding on how these tools/items can help make an animation become even better than before, but as well make it more realistic in their movements. I’m really proud of this piece because for one I learn so much from this project, the final result looks amazing, and I like that I got even more used to animating from this project than before. The information I learn from this project will be incredibly useful for future projects because the stuff I learned are mainly the basics I should know to make a decent animation.
Date Added - 03/27/25
The blocking out project is also included in this showcase because it was my first 3D modeling project where I used basic 3D modeling skills. I love how simple yet lovely it looks. I particularly like this project because when I compare the model to the ones I make now, I can clearly see the improvement and progress I've made. Overall, this project is added to the showcase because of its cute style, the improvement it highlights, and for being my first creative project.
Date Added - 05/29/25
This project is included in the showcase because it's one of my favorites, and it allowed me to use my newfound skills with splines. It incorporated various different tools and techniques, and the results were satisfactory. I enjoyed creating this model and love that it’s a sandcastle. During the process of creating this project it was very exciting and I enjoyed every bit of it. Overall, this project was very challenging, but I enjoyed the creation process, which makes it one I'm very proud of.
Date Added - 05/29/25
Artifact 5 is included in this final showcase because of its complexity, the time it took to create, and the significant improvement it represents as my final artifact for my 3D modeling class. This project is one of my favorites from this year because I had complete freedom to animate, create my own characters and scenes, and bring my ideas to life. I’m very proud of this artifact and I hope to use the skills and knowledge I gained from it in my future projects. Ultimately, this project is in this showcase because of the final outcome of my hard work and my ability to animate.
Date Added - 05/29/25