I surface modeled a box by using the tools extrude, bevel, and inset. The final product is of a cartoon spaceship.
10/28/24
To create the model I used the editable poly modifiers tools bevel, extrude, and inset. I had trouble because the software wouldn't accurately rotate the surface, and I fixed this by straightening one side out and then reflecting it later with the symmetry modifier. This made it the same on both sides. I am proud of the final appearance of this piece, and I feel like this piece shows how I can modify a simple object to create a complex model.
For this assignment I used the loft tool, which makes certain shapes follow the path. It is supposed to appear as a flat head screwdriver.
10/29/24
I had trouble on this project making the path end for one shape and then start again for another shape. To overcome this I just went back and tried again and got it right. I am proud of this project because it was my first time making a chain of shapes follow a path. For this assignment I used five shapes; a star, three different sized circles, and a rectangle, which followed the path or the line to create this screwdriver.
I used the a spline, and then lathed it around to make it symmetric. It is supposed to look like a wine glass.
10/29/24
I am proud of this piece because I think it turned out looking like what I wanted. For this assignment I created a spline in the shape of half a wine glass. With that I then lathed it to make it go all the way around for a circle. I learned when making this project that if I want to create a circular object I can just lathe a spline to make it.
For this project I got a sphere and selected certain faces that I extruded or inset. The final product is of a cartoon head.
10/29/24
I feel like this object shows how far I have gone from at first just using a basic shape, in this case a sphere and modifying it to create a head. I am proud of this piece because it shows how far I have come from the beginning of the year. I used the bevel, extrude, and inset tools from the editable poly in-face to modify this sphere into a head.
On this project I used basic primitives to create a block out. The block out is of Chopper from the Star Wars franchise.
10/29/24
I had a hard time on this project with adding detail because I couldn't create indentations with standard primitives. I was only able to put a little detail in it, mainly with color. I am still proud of this piece because it was my first project with no restrictions, besides it only had to be basic primitives. I was inspired to create this piece because it looked like a fun object to model. The idea was brought up by another kid in my class.
This assignment I followed the outline of a chess pawn picture with a spline. I then lathed it around to make it circular. It is supposed to be of a chess pawn.
10/29/24
I am proud of this piece because it turned out looking smooth, and didn't have hard edges. This project was made by me tracing half of a picture of a pawn with a spline. I then converted the spline to an editable spline to make minor modifications. When I was done with that a lathed it, so it made a full circle making a smooth finish.
This assignment I textured this mech I modeled by UVW unwrapping it and putting it in Photoshop. When in Photoshop I overlapped colors and pictures that could then be applied back to the model.
1/20/25
I am proud of this piece because it was one of the most complicated projects I've done and it turned out looking great. This is important to me because it shows how far I've come, and I'm proud of it. I'm also proud of this piece because not only does the model look good, but the texturing also did. I also had a fun time creating this model because it used a wide range of tools.
I textured a box by bringing pictures into a material and applying that to the box. The model is of a cardboard shipping box.
1/20/25
I included this assignment because it was my first time texturing a model with the multi sub-object material in 3ds Max. It showed me how much you could do to have a clean looking model. It was a cool new tool to learn where each side is assigned a number, and you plug in a texture to that number and it will only appear for that number. This tool would work best on a block like model with not that many curves best.
I created a texture for this assignment in Photoshop and applied it to this box. The final product was of a shipping crate.
1/20/25
I am proud of this piece because it looked realistic. The labels I added really pulled it together, but the main thing I loved about this texture is the wood I used. I feel like it is really realistic and that it really is a shipping crate. This project showed me the basics of using Photoshop which I use to texture my models almost always now. It is a really helpful site to use.
I UVW unwrapped this tank model I made a little while back and added texture. This was supposed to make the model more realistic.
1/20/25
For this project I had trouble with the realism. I think it was hard to make this model realistic mainly because it was really simple, which you wouldn't see in real life. It was also hard because I couldn't make all the camouflage the same size. This was because the crop tool wouldn't work properly. I decided I wouldn't deal with it, but in the future I would like to make everything similar in size.
I used the UVW unwrapping tool to add texture to the model. This model is supposed to be of a simple sleeping bag.
1/20/25
In this project I learned how to UVW unwrap a model. This will be a great tool to use in other projects that I'm texturing. It takes a model and basically skins it, so it is flat and you can put pictures and textures on it in Photoshop. You can then apply it back to your model with your texture and it will go to its designated spots. So, if I ever want to texture a complicated model it will be the easiest way to do it.
I used Ambient.CG to get a texture with included maps. I put certain maps on certain boxes to see the effects. It is supposed to have the texture of a rocky surface.
1/21/25
For this assignment I had trouble managing all of the different textures I had. When you do this I had to download files with the the different maps listed in the picture. I applied those to their spots and saw what they did to the model. When doing this assignment I made the mistake of moving my files, which you can't do or it will ruin it in 3Ds Max. I then had to redo that part of the assignment which was annoying.
This is a scene from the video game Zelda Tears of the Kingdom. The scene is of Master Kohga a boss that is found on the map.
3/21/25
I was inspired to create this piece because I have always loved the video game it comes from; Zelda Tears of the Kingdom. I enjoyed fighting the boss because it wasn't that hard, and I'm not very good at the game. I'm most proud of the face because the texture and design looks like it does in the game. I also liked how the platform, pillars, and wall came together to have somewhere the put the model on.
This is a scene of a lamp sitting on a table. The lamp is emitting a light to light up the room.
3/25/25
I learned from this piece that there are different types of lights for different situations. This knowledge will help me know what light to use when I'm rendering a project. If I am rendering something quick and easy I might set up some easy standard lights, but if I want to render an object from the real world then I might use photometric. I could also use Arnold if I want realistic good quality lighting. I also learned that if you want you light going in multipel directions use either the cylinder and quad light.
This assignment was used to practice a technique of lighting. 3 point lighting does what you would think and uses 3 lights to light up an object.
3/25/25
The technique we used for this assignment was 3 point lighting. I used one light as the main light to the front and left of the object and it had the most intensity. The secondary light was to the front and right of the object and had a little less intensity to fill in shadows. Lastly, the third light went behind and to the left of the object to create a rim light around the object. The second and third lights don't emit shadows because they don't want to clash with the main lights shadows.
This assignment was of a robot in an enclosed box. The goal was to render it with different camera angles.
3/25/25
I learned in this project how to use cameras. They work by setting up a field of view emitting from the main camera. You can change the angle and size of the field of view to fit your scene. The only thing that gets rendered is what is in the field of view. This can be helpful if you want to make a certain object out of frame in a render. They are also helpful if you want to leave out the black background in the viewport that is always hard to eliminate without.
For this assignment we set up a 3 point lighting and rendered in different qualities. We were exploring what worked the best.
3/25/25
I learned that there a 3 different renderers; scanline, Arnold, and quicksilver. I noticed that Arnold took a really long time because it was going by pixel to make the blending better looking, and this made a higher quality render. The scanline renderer was very quick and easy because all it does is scan from the top matching the pixels. The quicksilver renderer use a GPU instead of the computers CPU to increase the speed of the render, but the quality isn't as good. If I want high quality I will use Arnold, if I want decent quality, but quick I will use scanline, and if I want quick, but not so good quality I will use quicksilver.
This is of rendered cars using the curve editor. It uses tangents to modify the speed that the car is going.
3/25/25
I learned how to use the curve editor for this project. The curve editor allows me to be able to change the direction, speed, and rotation, but for this assignment we only changed the direction. When you click on the curve editor a graph will pop up. The graph is time on the x-axis, and distance on the y-axis. If the line is close to horizontal it will be slow, but if it is vertical it will be faster. It is very helpful if you want to make a car or object accelerate smoothly and then decelerate smoothly too.
This is a model of an octopus. It is made with primitives, and the edit poly tool. It is also textured using Photoshop.
5/27/25
I am very proud of this piece I made because I put a lot of time into it. This model shows all the skills I have acquired throughout the year, and how I could implement them. I am proud of how far I've come from not knowing anything about modeling at the beginning of the year to now. This model is a symbol of the growth in skill I have aquirede throughout this school year. I am also happy with this piece because I like the appearance of it. The texturing tool a lot of work, but I eventually got it done, and am happy with how it turned out.
This is of a mech. I added texture to it with Photoshop. I also added arms to the model.
5/27/25
I am proud of this piece because of the physical appearance that it has. The original shape was just legs, and the body, but I added arms and a missile launcher. This turned out very well in my opinion, and added a lot to the model. I am proud that it looks so clean, like the arms and missile launcher were meant to be there. I am also proud of the texturing because it turned out pretty well. The joints and feet all came out as a gray metal while the other parts are painted yellow. This added to the astetic of the model, and I am proud of that.
This is of a droid from the Star Wars franchise. It is made of entirely basic primitives to block out the object.
5/27/25
I am proud of this project because it was my first experience in modeling for myself. I had just done very few assignments regarding basic primitives, and it was my first time I had modeled something I wanted to model. I had never created an actual object consisting of multiple objects to make a complicated structure. It acts as a reminder of where I came from, and how far I've come. I am also proud because the appearance came out well even though I didn't have access to edit poly or any other tools to edit the shape of a primitive. The model came out looking like the original object, a Chomper Droid in Star Wars.