About Me
My work as a modeler is inspired by my love for watching videos. Each of my pieces aims to show people what they can do if they try out 3D modeling. I usually use Surface Modeling and Photoshop to make my models. I also make models to show people what they can do with a little creativity. My ultimate goal is to get people interested in 3D Animation. I also want to introduce people to a software where they can create almost anything they want. This way, other people can have as much fun as I did using only their imagination.
My first artifact was a Flower Field. It used 39 shapes, but most of them were copied and rescaled. I was inspired by the flower project. It used the Array, Bend, Taper, Edit Poly, Turbo smooth, and Scale modifiers. One of the challenges was making the leaves look realistic. I fixed it by using the Edit Poly and Turbo smooth modifiers. The artifact meets the requirements because it was placed on a floor with a backdrop, and has accurate geometry.
The artifact project required me to texture the original PBM 1 artifact. It was my favorite part of the project so far because I like unwrapping and texturing. I used the Unwrap UVW, and photoshop to do this. I made sure the flowers were different by changing the colors of their petals. One of the challenges was the leaves being extremely small in the unwrap template for some reason. I fixed this by zooming in on them in photoshop. This meets the requirements because it has a custom texture, and the texture is applied correctly. It also meets the requirements because when the texture was applied, it had very few visible seams.
This part of the project required me to create an object for the scene that was in some way related to the first parts of the project, and add lights to make it more realistic. I was inspired by the ladybugs that have begun infesting my house due to migration. I used the Scale, Rotate, UVW Unwrap, Array, and Align modifiers, as well as Photoshop. This was also one of my favorite parts of the project since I like unwrapping and texturing. One of the challenges was making the wings look right, since they had to appear symmetrical, and had to be in a position that made them look like actual wings. I fixed it by testing random rotations, and finding some that worked. Another problem was each of the objects rotating around their own axis instead of around the central object, in order to look like it made a 90 degree turn. I fixed it by moving all the points of rotation into the middle of the central geosphere, so that they didn't turn on their own axis. This meets the requirements because it has more than 3 lights, a realistic texture, and an original character. (note: due to the texture being mostly black, some parts of the texture may be hard to see. There are green outlines around the textures, so that you can see them easier.)
This part of the project required me to animate an object in a way that was relevant to the scene. I decided to use the ladybug from the previous part of the assignment, and have it flying around the flowers. Some of the tools I used were grouping, splines, linking, and path constraints. One of the challenges was applying the path constraint to ladybug, since whenever I did it, the limbs and wings were moved forward for a reason that I haven't figured out yet. I fixed it by putting the spline path constraint to a position where it didn't move the ladybug upon applying the path constraint. Another challenge was only parts of the ladybug moving along the path constraint at a time. I fixed this by resetting the scene, and staring over in order to make sure whatever I did wrong didn't happen. This meets the requirements because the animation is 5 seconds long, is well lit, and loops infinitely. one of the good parts about this was that the animation didn't take an ungodly amount of time to render like the car animation, which was good, since I didn't want to have to wait a day to make progress on the assignment. This may change however, when I move on to part 5, since the car assignment required me to use cameras, and I think they were one of the reasons the animation took so long. this is worrying because part 5 is making me use cameras.
This was the last part of the project, and somehow, the easiest. It required me to render the animation from a camera perspective, which I had been initially dreading, since it rendered super slow last time. (see PBM 4 for more details.) Surprisingly, this actually didn't take that long to render, though I wasn't sure why. The main challenge was making the camera follow the bug as it was flying. I fixed it by linking it to the bug, instead of aligning it. Now that I'm officially done with this, I can finally stop feeling some of the stress from the school year ending and my teachers assigning me so many projects.