This was one of the first ever projects that I worked on that required using modifiers, not just basic primitives. We were instructed to make a field scene, composed of mushrooms, flowers, and rocks. First, to make the bases of these rocks and mushrooms, we had to convert them to editable polys and move their vertexes. At first I was struggling with this, because whenever I moved my vertexes, the final result looked different than it was supposed to. After a while, I realized that I was only selecting the vertexes on a single side of the mushroom. After I fixed my error, I was tasked to make the mushrooms and rocks look realistic. I used the Taper and Noise modifiers, giving the mushrooms and rocks their unique shapes. After we did that, we used the MeshSmooth modifier to make the rocks and mushrooms have a realistic look. This project taught me how to properly use the Taper, Noise, and MeshSmooth modifiers. It also got me more acquainted to the Editable Poly features. I feel pretty proud of my work, which is shown below.
From the outside, this submarine looks pretty simple. However, if you were to take a closer look, you would notice that the ProBoolean tool was used. This was the first assignment ever given to me that needed the use of the ProBoolean primitive. This was difficult, because in the beginning, I kept cutting things that were needed out of other objects. But, after many trials and tribulations, (including Mr. B coming over and helping me) I learned how to utilize this compound primitive. To start this project, I had to cut out the inner part of the submarine, which I did by sliding a rectangle into the original rectangle, then using the ProBoolean primitive to free up space on the inside. Then, I used the same primitive to make holes inside the main submarine compartment, which I then added windows to. Overall, this project was pretty simple, but it built my mastery with the ProBoolean compound primitive. You can see the following submarine below:
The Chess Pawn was relatively simple, but it was my first spline work. We had to create a spline in the shape of a Pawn. Mine was definitely not perfect, but we used the vertex sub object mode to move the vertexes and clean up/perfect our original spline. After I got my spline actually looking like a 2D Pawn, it was time to turn it into a 3D Pawn. The way I did this was by using the Lathe modifier. What the Lathe modifier does is rotate the profile around the Y-axis to create a full 3D model. After doing that, my Pawn looked really weird, almost like it was inside out. To fix this, I had to turn on the Flip Normals setting. After I turned that on, the Pawn came out like this:
The screwdriver was like a more difficult version of the chess pawn, whilst still being relatively simple. However, unlike the Chess Pawn I used the Loft modifier, which allows me to create 3D objects from splines and basic primitives. After making the shapes of the screwdriver, (circles, a rectangle, and a star with 8 points), I used the Loft modifier to copy the shapes of the screwdriver, making it so that the line matched their shape. Except I didn't do all of that at once. In between each shape, I changed the path percentage. Doing this would allow me to determine and edit which percent of the spline copied the shape, making it so that the spline could copy multiple shapes, and not just one. Surprisingly, unlike some of the other projects I've worked on, I had no problems making this one. You can see the Screwdriver below:
I kind of took my own route with the Character Face. I created a simple sphere and converted it to an editable poly. To make the eyes, I used the polygon feature to select polygons on the sphere. Once selected, I used the extrude tool to push the polygons in, making an eye shape. From there, I did the same thing with the mouth. I then entered vertex sub object mode to make some touch ups and add spikes to my character, giving him kind of a scary look. The only problem I had with this project was with the vertexes. Sometimes they would do things that I wasn't expecting or trying to do. You can see my character down below:
This assignment was also relatively easy, it just took a while. All it was was assigning the texture maps (base color, normal, displacement, and roughness) to each different cube. Since we weren't instructed to use any texture to the cubes, it's hard to notice any differences between them, except for the Metalness Texture Map cubes.
Using the Multi/Sub-Object material was easy and fast to get accustomed to, and I encountered very little challenges. The only challenged that I encountered was that, when using a lot of materials and to connect to via the Multi/Sub-Object material, it tends to get cramped. To be honest, there really was no fix to this, and I just had to deal with it.
This project was relatively simple. It was easy because all it was was about teaching me how to add images to Multi Sub Object Materials. This is a very useful skill, due to how many future projects it can be applied to.
This assignment was a lot easier than it might look. It was really just a lot of manipulating primitives with modifiers like Extrude and Turbo Smooth. A LOT of extruding was done. Also, for example, to get the shapes of the "shoes" we moved the vertices around and used the Connect tool, one we don't frequently use.
To be honest, this was probably the hardest project I had been tasked with all year. In fact, I wasn't the only one who found it difficult. The reason it was so difficult was becase we only had experience with one other UVW Mapping project so far, and it was far easier than this. The reason this project took me so long was because I got really confused when it came to splitting up parts of the UVW Map. I wasn't sure on how I should rotate, split up, or fit all of the parts onto the UVW Map. However, after a while I realized that I could just scale everything down, which allowed me to actually fit everything on the UVW Map with enough space so that each part would have its own unique texture.
This project was interesting, because it was a display of what I learned after the first lighting lesson. I had to use textures to add realism to everything, like metal for the knob on the stand, and a wood texture for the actual stand itself. That way the lighting would make the scene even more realistic. I had to create lights that would properly replicate what a lamp would project in real life, and so it took a couple tries, but I feel proud about the end result.
This is just one of the many photos I had to take when practicing rendering techniques. This was when I used the Arnold renderer and turned the settings up to the max. In this assignment I was tasked with having to apply different settings with different renderers to different items. This assignment taught me which renderers to use in which situations, and what settings have the biggest effects on the final image.
To create this video game scene, I had to utilize almost everything I had learned previously to create this project. I had to use textures, manipulate lighting, use modifiers, and etc. I'm really proud of how it came out, and I think it looks very polished. The scene is inspired by the Mithrix boss fight in Risk of Rain 2.
Surprisingly, this was our first time using Animation in a class called "3d Modeling and Animation." It was fun though, and actually a lot easier than I expected it to be. I wouldn't be suprised if in quarter 4 I actually used it in some of my projects. We had to set and create keyframes, with them being at the start and the finish. Whenever you started doing anything to an object, that would start the animation, and whenever you stopped and set the keyframe, that would be the end of it, resulting in a very easy animation process.
This wasn't the same as the Basic Animation assignment, because instead of creating keyframes for each object, we had to edit the curves of them. I feel like the type of animation we performed in the Basic Animation project is easier and more simple to apply than this, but I feel like with this type of editing/animation, you can get more precise results, such as the speeding up and the slowing down of the cars. You can also give objects random acceleration. An example of this is the pink car. All of the cars in this video have been edited to act differently.
I am proud of this piece because it was my first attempt at trying to make something all on my own, which was really fun. Originally I had planned on making the entire T-60 armor, with the body, but I ran out of time and the stress of trying to make it in the time I had was really getting to me. I think for how far into 3d modeling I was at the time this Basic Modeling Project actually looks great.
I was tasked with making a video game scene of my choice, so I planned on making a scene from a game called Risk of Rain 2. The scene is pretty simple but we were mainly supposed to focus on lighting which I think looks great here. You can see the light causing the rocks and beams to reflect back onto the scene, and the global illumination is really clean. I think for my first big project with lighting this went well.
I feel extremely proud about this project. Being the final project of the year, we had a lot of time to work on this and you can tell that I did. This is just PBM 2, the textured version, so it's only a model, but I planned on having the model here because it's what I feel like looks the best, and it's what took me the longest. I used every single tool we used this year (modeling wise) to make Sonic, and I think he turned out great. There were minor problems, such as me trying to figure out how to model his hands, and so it was a little bit of a setback. I also had problems with trying to model his head, which include his ears, brow, and mouth area. Fortunately, I had my teacher to push me in the right direction with those, and I think it looks great and it was a great way to finish the year.