Some tools that I had used when modeling my character was the modifiers with the usage of melt to made the head as a sphere with curvature on the edges. I didn't find any challenges during this original modeling of the character. The poly count of this finished model is 12848. The animation I plan to do with this character is almost as a cartoon with during the animation there will be various transformations such as the characters head growing or limbs falling off and there will be text boxes depicting what they are saying to each other.
The tools I used to make the texture of my character within 3DS max was the material editor where I had to modify the colors and transparency so the light is able to shine through. Though I created my own texture maps as they are a solid color and showing some transparency the only tools used to make them is the brush and eraser tool to make sure the colors don't escape the borders of the texture map. These texture maps didn't need a great deal of painting since they represent light and light has an entire spectrum though has certain colors represented especially and every other color is a modification of the key 7.
Within my scene for artifact 3 I have several other objects interacting with my characters. The main point of interaction between my character and the objects within the scene is what the entire project is about with the objects being prisms that refract light otherwise refracting my character which is light. There are two prisms within the scene at the start and back and in between those is a spectrometer which spreads the light frequency so that we are able to see them. Within the animation the spectrometer spreads the light and refracts it within itself so we can continue to see the different wavelengths while it travels through it; after this the light travels then goes within the second prism and turns back into white light since all the wave lengths come together within the prism which can be seen within the pictures.
Within my animation I have made interesting angles and character positions to depict how light moves; since it is so fast our eyes can't catch every nanosecond of it. I used the tools within 3DS Max to animate the character that is light to look as if it was walking while moving so fast since that would be more familiar that if my character was flying through the scene without moving a muscle. Using the time configuration tool helped me to lengthen my animation run time and the move tool to depict the legs and arms of my characters to sway.
With artifact 5 I was was able to bring my thoughts of animating light to life and making this animation frame by frame and having have very nice keyframes that make you question what your looking at while watching by using the move tool within my animation; which helped me to make certain effects look as if it was made in a different program than 3DS. I was able to position the camera in an angle that had everything showing that was to be shown; utilizing this camera in the animation let me make very cool shots of being able to show the insides of the prisms and the light refracting a reflecting in frames when paused within them. The set key was a large animation tool that I used in the animation and without it I wouldn't have been able to make flashing lights and have the light fade and dim within the animation. These tools helped me greatly within this artifact to make this full animation and pictures.