In the span of the entire 1st Quarter, I have learned a lot about how to create 3D Models within 3DS Max. This first quarter acted as the stepping stone to future interests within 3D modeling down the road. I've learned how to properly utilize all different types of tools, compound objects, basic primitives, compound primitives, and so, so, so much more. Recently I've been working on my Basic Modeling Project, and it has required me to use every single thing I've learned.
For example, I've had to use Splines to shape the head of my model, ProBoolean to properly made the eyes and the light on the top of my characters head, Lofting to make the arms, and a lot more. Since I'm using all of these different tools and modifiers, my previous knowledge on them has been strengthened and grown, and I've also been better than ever at using them effectively. Currently, I feel the best about editing vertexes and polygons in sub-object mode, and you'll notice it in some of my projects, like the one I'm working on right now. The only real issue I've had is that I can't figure out a way to change the color of selected polygons, without changing the full color of the model, Other than that, I think that this project is going to be look a lot better than my Basic Primitives and Transforms model.
All in all, this quarter has been an invaluable period of growth, even though I still have a lot to learn. Modeling isn't supposed to be easy, but I do believe that I've done some sort of good so far. And with Mr. Bourgeois helping me, I'll be sure to grow my skills. I have not only gained knowledge in a variety of tools and techniques, but also applied them in projects, just like my Basic Modeling Project I'm working on now. Overall, I am excited to see how my skills continue to evolve and how my current project will surpass my earlier work, setting the stage for future interest in 3D modeling.
During the time I've had to work with 3ds Max, I've understood that the most helpful resource I have is Mr. Bourgeois. Whenever I get stuck on something (which happens frequently), I'm never afraid to ask Mr. B for help. There hasn't been a single time this year where he hasn't had the answer to one of my questions, even if it takes him a while to figure it out. Also, we are often given video tutorials on whatever we are making, which can be extremely handy. For me, these videos have allowed me to deeply understand and retain the information I need to learn. I find that I learn a lot more from videos than articles or books most of the time.
By the end of quarter 2, I've learned a lot of new skills and techniques that can be applied in 3ds Max. If I were to name a few, I would have say that I've learned about UVW Mapping, Multi/Sub-Object Materials, and Physical Materials. Using the "Unwrap UVW" Modifier, I've been able to edit, split up, and manipulate the UVW Islands how I please. This isn't related to 3ds Max, but once I save the UVW Map, I can then edit it in photoshop, and apply color/images to each individual island! Multi/Sub-Object Materials are beneficial due to the fact that when using the Multi/Sub-Object material, you are offered a much easier and faster experience than assigning materials to polygons one by one. When creating a multi sub object, you are able to assign ID's to the multi sub objects nodes, and then assign those ID's to an object. After changing the ID's of the polygons on an object, dragging a material to the node assigned to a certain ID will cause the polygon with the same ID to copy the material.
I feel like the "Textured Tank" project helped me understand understand what UVW Mapping is actually like, and how to properly utilize the tools surrounding it. This project did take me around a week, because for some reason at first I didn't properly understand what I was supposed to be doing. After some help from Mr. Bourgeois, I realized that it was pretty simple. All I had to do was split the UVW Islands into separate pieces, then sort them into an orderly fashion. After this, I just had to edit the map in photoshop and apply whatever colors or photos I liked.
In conclusion, while this quarter was definitely more difficult than the last one, I feel like a lot of growth was made. I've gotten a lot better at using 3ds Max, and Photoshop as well. I'm going to continue to strive and try my best, and by doing that, I'll not only achieve good grades, I'll also have fun, and that's what really matters.
While working with 3ds Max, I've learned a lot of new skills this quarter, and gained a lot of important knowledge. I feel like as we are wrapping up our in class learning and moving on to PBM's, I've learned about almost every single basic tool and how to apply them. Throughout the entire year, we've gone over how to use and manipulate basic objects and compound with modifiers, how to apply textures to these objects, how to properly create basic animations, how to add realistic lighting to a scene, which rendering methods and settings are the best for different scenarios, and so, so much more.
This quarter we learned about all of the different types of rendering techniques, from Scanline to Arnold, and how to really properly get the image output we've been trying to get. We also learned how to properly add and manipulate lighting in or to a scene, as well as how to appropriately handle cameras, whether we're using physical, target or free cameras. And last but not least to wrap up the quarter, we are currently learning about how to create smooth, fluid, and somewhat realistic animation in 3ds Max.
I think that one of the best examples of me applying all of the skills I've learned throughout the year is my Video Game Scene project. You can see that I had to make edits to my camera, apply textures where they are needed to make it look more realistic, and also create lighting that fits the scene accurately, and much more. My goals for next quarter are to continue to use all of these methods to my best potential, so that the PBM's are a breeze.
In conclusion, I think that I've learned the most out of all the quarters in this one. While in other qaurters I've learned more in depth about other things, I feel like this quarter I've learned the most about a lot of different things. For example, Qaurter 1 was a lot of creating and editing basic primitives, and Quarter 2 went into textures. In Qaurter 3 we've learned about Lighting, Cameras, Animation, and more to come. As the end of the year approaches, I'll continue to keep trying my best.
I encountered a lot of challenges, whether it was textures not working properly, needing inspiration for my project, getting stuck on how design something, or unwrapping UVW Maps. Whenever a challenge like that would occur, I would often stop and think to myself. I would be able to solve my problems a couple of times, but whenever I couldn't I would ask my friends or Mr. B for help. With this along with my own problem solving skills, I would say that 90% of my problems were able to be solved.
For my PBM, I actually applied everything I learned from previous quarters to make my project the way it is. I used basic primitives and edit poly in Artifact 1, UVW Unwrapping and texturing in 2, more primitives, edit poly, lighting, and unwrapping and texturing in 3, and animation and camera manipulation in 4 and 5.
I feel a lot better about using edit poly and manipulating standard primitives. I also feel a lot better about using modifiers professionally, which I used to struggle with. At the beginning of the year, I used to depend on a video for everything I modeled. Now, I'm confident that I can make quality models all by myself, with a couple of problems here and there.
Overall, I feel like I made substantial progress this year in terms of 3d modeling skill. I am really going to miss this class, but I am excited to use these skills to go into game design or use them in a future job. I think that these skills will heavily benefit me in the future, and I do actually plan on getting a job in the game industry, so that will work out.