2024-2025
Luke Cada
Chapel Hill High School
I am interested in digital art and game design because I want to learn how to create a game and make it to its fullest potential. I have taken a coding class which helped me be able to make a game on code.org, I have also done visual arts before which has helped me be able to make art and will help me make it more realistic and enjoyable. I enjoy 3d modeling because it really helped me learn more about how computers work and how games and movies work. 3d modeling will help me in the future by helping me get a job and maybe create a game with the skills I have.
In this project, I used the tool edit poly to change how a block looks and turn it into a human. I also used the tools Symmetry and Turbo Smooth, I used symmetry to complete the other side of the human so I didn't have to work that hard. I used Turbo Smooth to make the human body more realistic. One challenge I went through was making the hand but I got some help from a classmate. I also had trouble fixing my poly count to make it smaller so that it would not be so big and the render would not take that long. My poly count at the end was eight thousand and four.
In this project I used the UVW unwrap modifier which turns the object into a flattened out texture map. I also used Photoshop to color and make my model look more realistic than in my last one. One of the challenges I had was getting the UVW template to work out but I persisted and had to stitch them together so it would make sense. Another challenge I had was making the hat the right color because the squares for the hat were really small. But then I found the tiny squares by going back to 3ds Max and clicking on the hat to find out where they were. A technique I used for this project was the break tool and the stitch tool to make sure that they were all connected and that the whole model would make sense when I colored it in Photoshop.
In this project used the light tool to make sure that my scene is bright enough for people to see. I also used the lights to represent the stadium lights in the scene. I also used the Pro Boolean too to make my stadium lights kind of hollow to make it look for realistic I also added a texture to the stadium lights. Then I used photoshop to create the stands and the baseball. One challenge I had was getting the ball to look right but I kept messing up but then I figured it out by trying over and over again. Another challenge I had was working the lights bet then I realized that the lights do work I just have to render it then the lights work. A technique I used for this was the array tool to be able to create so many lights at once and put them in order.
In this project I rendered my project and I rendered it by moving my human body I also moved a baseball to make it look like it was moving with the human body I had a problem with moving the the human because the human was one object so I had to cut my body and delete some polys to make it more than one object. I also had some trouble animating my arm to make it look good but I figured it out by having some help from my friends. I also had trouble with rendering it because I rendered it but I messed up and accidentally got pictures instead of a video but my friend helped me out and we started rendering again it worked.
In this final part of this project and I added a camera to track the ball. This is because tracking the ball would put more emphasis on the motion of the ball. this is important because this and the arm throwing it are the only moving parts, making it important to emphasize. the tools I used were the edit keyframe tools along with creating a copy of my human to add extra background movement and makes you feel more immersed. the challenges I faced when animating and rendering was time limitations, and having to keep track of animating a second human along with everything else. Thee time limitation were challenging because of how long it took to render because of the amount of frames, moving objects, and the poly count. Overall this project was challenging because of the time limitations and how long the render was taking because the frames were taking a while.