This quarter was the introduction to the 3D modeling software, 3Ds max. I learned first how to use the basic primitives with the basic modelling project, then we moved on to the more complicated tools and uses until I was able to create something iconic from the movie Star Wars that was reasonably recognizable at a glance. I used many tools, with some of them being Loft, ProBoolean, and Edit Poly.
Some of these projects were more challenging than others, and these helped me learn more about the tool that the project was made to teach about. For example, the cartoon head project taught me about how to use the edit poly function in the modifier menu, which allowed me to create something that was on the surface of an existing poly in the perspective window. Another project that taught me about a tool was the Submarine project, which was centered around learning how to use the ProBoolean tool to learn how to make the Submarine's windows and stabilizers, including connecting the window parts together and making the holes using the subtraction feature and the array tool. Lastly, the screwdriver project allowed me to learn about the lofting feature, which made it possible for me to create objects without having to constantly create new polys to make the shape needed for the project.
Overall, all of the projects have helped me learn something that has further contributed to helping me create bigger and better 3D models that have progressively better details and more numerous details that make the model great, and I can use these tools to help me make models of the types of things that I like, such as spaceships, Star Wars, and (hopefully) maybe some vehicles from World War II.
Overall, this quarter went decently well for my skills in 3Ds Max. I learned many new things this quarter, including how to apply textures and substances to the models in question and also how to use the UVW maps on a specific model to make a texture using another art app and use the UVW editor to align the texture with the model and make the model look much better and more realistic than before. A project that helped me understand this concept the best is likely the UVW textured tank project, which I first had to use the unwrap UVW modifier on then had to arrange the pieces and make it a JPG to sent to photoshop. I then illustrated it and used a texture modifier to apply the UVW map to the tank again, and eventually figured out that the Unwrap UVW modifier could be used to align the UVW map on the tank properly.
I have understood certain concepts in 3Ds Max a lot better this quarter through the multiple different projects, all of which helped me to use the certain properties of 3Ds Max better and with better accuracy. I have applied previous knowledge on the Mech, the Creating Textures project, and the Simple Game asset through using the materials modifiers to make sure that the textures are properly applied and makes the model in question look better. I feel more confident in using the edit poly modifier, being able to manipulate the vertices, lines, and planes to make the models into something different that looks good. My goals for next quarter is simply to make the models I create even more realistic and to make the models that are outside realism to look really cool as well as good.
Video Game Project
In this project, I designed, textured, and lit a model inspired by a scene from the video game Battlefield One, a game set in the time of the First World War. The most challenging parts of the project were finding the correct ways to use the polys in 3Ds Max to attempt to recreate the extremely detailed modeling from the game Battlefield One. I managed to get through these problems through comparing different textures and materials to the ones used in the game to create the most realistic effects and using the compound objects and splines to make some of the parts that are present in the render/model. For realism, I enhanced this through using lights to make several objects in the scene to appear to be lit up-the dials and the lights above the levers-and also used several overhead spotlights to make it appear as though there were lights in the ceiling illuminating the scene. For the actual render of the scene (Left) I used the Arnold render with Camera AA set to a higher value to increase the quality of the actual render, as well as increased the values of diffuse and transmission to decrease any of the effects that might lower the quality of the render. There were several issues that I ran into while making this scene, with the biggest one being when I applied the textures/materials and they were warped by the shape of the polys. This was fixed through the use of the UVW map modifier, using first the shrink-wrap option and then using either the box or the cylinder option for the different polys. There were some things in this scene that I wish I could have added to this scene, such as more details on the large console or the objects on the large wheel machine more detailed and possibly more realistic than they are now. Overall, however, I can say that the model is at least somewhat detailed and textured and resembles the game somewhat.
Physical Camera Render
Exploring Cameras - 3/12-15/25
Overview
To summarize this assignment, the assignment was about how cameras in 3Ds Max operated and how you could use them to perfect renderings for other polys and assignments. I learned how to use and operate the three different cameras in 3Ds Max, which are physical cameras, target cameras, and free cameras.
Lens size
The lens size is how large the perspective of the camera in question is, to put it in extremely simple terms. Making the value of the Camera's lens size smaller causes the camera's perspective to appear further away from the camera, and making the value for the lens size larger causes the camera's perspective to appear closer to the object in question. In the project, I used this to change the perspective of several renders to make them different from each other to make the little robot appear either close or far away.
Clipping mask
Clipping masks are, essentially, the cutoff point for a camera's perspective. The value that is set in the setup for the camera determines how far the vision for the camera will reach, sort of like how far a flashlight beam will reach before it becomes too weak. The given effect on this render is that the lesser value doesn't let the camera reach the robot entirely and cuts it off, while the higher value fully shows the robot in the render and is visible by the camera.
Target cameras VS Free cameras
There is one big difference between target cameras and free cameras. Target cameras are cameras that point towards a set point, and when the camera is moved it continues pointing at that set target. When the target is moved, the camera stays in place but still follows the target. On the other hand, free cameras do not have a set target. They can be moved around while still facing the same direction, which can come in handy when there are scenes that need to be followed rather than just one point that needs to be filmed. A good example of target cameras is in the movie The Matrix (1999), and free cameras are in practically all modern action movies nowadays.
Physical Cameras
Physical cameras in 3Ds Max are cameras that mimic real-world parameters and camera settings. The settings for physical cameras mimic actual settings that are found on real-life cameras. There are four options for physical cameras in 3Ds Max; APS-C for Canon, Nikon and other cameras, APS-H for Canon, full-frame 35mm lens, three-fourths lens, and custom. Changing the settings of physical cameras make the scene that is rendered using this camera more photorealistic to the people looking at the image, which comes in handy with game developers that want their game to be really realistic and akin to real-life while in the game.
Personal preference
If I had to make a choice, I would choose the option to use either physical cameras or to use free cameras. My reason is the fact that you can move the free cameras and physical cameras with much more realism, since cameras in real life are also not target cameras and thus can be pointed ever which way without being locked onto a specific point. All three of these cameras can be useful in unique situations, though. For physical cameras, they might be most useful in scenes that need to emphasize realism over convenience or movement, like a scenic view or a render that requires high definition and realistic rendering. For free cameras, they might be most useful in scenes where they are needed to move with the the character/subject in question that isn't being a fixed target. Lastly, target cameras might me most useful in taking a panoramic view of an object or rotating around a set point to get all sides of the object that is required in whatever the render is.
Basic Animation in 3Ds Max, 3/18/25
Overview
In this assignment, I was tasked with making a complete animation at 15 frames per second in 3Ds Max. I used the basic box primitives and made one move, one rotate, and one change it's scale from smaller to larger, then back down again. I managed to accomplish this through making the number of frames proportional to the length that the video needed to be, which was five seconds, and putting keyframes in the specific places that allowed the animation to play out.
Timing and frames
Concerning the timing and the frames of the animation itself, the total number of frames that this assignment/animation required is for five seconds. Thus, five seconds at 15 FPS requires a total of 75 frames to make the animation itself a 5-second animation. Adjusting the number of frames in the animation made the animation have less frames and was less than 5 seconds in length, thus decreasing both the playing time and the smoothness of the animation itself
So, this is the Quarter 4 reflection. I'll reflect on my progress in 3D modeling overall in this reflection, how I've improved from when I've started out, and what 3D modeling might hold in my future plans. When I began 3D modeling, I knew pretty much nothing at the beginning of the year. My progress has had high points and low points, but it has always moved forwards and learned more things about 3D modeling and how to model things and objects better. I feel that I've improved throughout the year, and I also think that I am much better than when I've started out this year. I've learned how to edit, light, move, shape, texture, warp, and duplicate objects using the software provided.
To get into more detail on my progress made and how much I've improved, I think that both can be seen and noticeable, though maybe not all that obviously. Concerning the progress I've made this year, I feel like that can be tracked using these reflections or the works included in the student showcase page. I've worked my way up with the others in this class, starting at basic primitives and going up to the final stages of 3D modeling that included texturing, lighting and moving cameras. The early starts can be easily found with the projects like the snowman or the pencil assignments and can then see how my work has progressed throughout this year to projects like the video game scene and the PBM. Improvement has obviously gone hand in hand with this, because I've improved from the beginning modeling I did at the beginning of this year and have made it to modeling and texturing things while animating them with moving cameras to create an intricate and interesting scene.
To conclude this reflection, I'll go into what 3D modeling might hold for future plans. I had signed up for 3D modeling to take Game Art and Design, as this class was a prerequisite for that. I'm really interested in video game design in art and map design, since I've had the chance to be exposed to games that have both really nice detailing and high quality map objects that really pull the game together in the look sense. Despite not knowing what 3D modeling really entailed, now with what I know about the possibilities of 3D modeling I think that there is a possible way that this can be incorporated into my future somehow as a way to have a handy skill for online requirements and possibly for video game opportunities. To end, I feel that 3D modeling has been a great class and can provide a necessary base in many jobs live video games and visualizations.