At the end of third quarter, we've learned a technique that, arguably, tops most of the previous modeling techniques. Previous techniques, like Surface and Compound Modeling, are still very important for the actual model, but UVWs with material editing help to elevate the model. Using a combination of each will easily make renders, which we have been playing around with this unit, more realistic. But, in the whole third quarter, my favorite is UVW modeling, which is strange because people usually struggle with UVWs. I talk about UVW mapping a lot, not just because it's the end of the quarter, but due to how explainable it is, it's unwrapped, then wrapped around the model. Peeling really helps in making the 2D texture, and putting it onto a 3D model. This unit has been the more understandable, in terms of actual information, and execution. We also learned about the Material Editor, a very important tool, which we even learned last year. The material editor is what we put on top of the UVW, which is a Bitmap, and to make it much more real, if we try to render on top of another image, not making an eyesore of a render on top of a Photograph. It was, in retrospect, a simple unit that felt a lot more easier to grasp, probably because it came back to Photoshop, more Photoshop related projects are always accepted in my book, but applying them to a 3D model properly, instead of an odd texture that just makes you actually WANT to learn a new technique, is much more fun. So, hopefully this reflects in grades, and next unit, Lights and Cameras, will be just as easy to grasp, and useful as third quarter's material. A very Anticlimactic last project image, but it's the thought that counts, right?
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This week is the last week of the quarter, and is mainly comprised of more UVW projects, which we have learned to use a bit better, so much so that a new blog post can be made about it. But, many of the techniques used to make a texture is mainly done in textures, made in Photoshop, and how they wrap around the texture to add a new dimension, which is much more easier to due since a map can be made to correctly map certain aspects to the right parts. But, some parts can't be easily mapped, like the sides of textures not picked up on a 2D map. The best thing to do is to peel a texture, which needs a bit more of the texture to fit new sides for textures, which makes more sense if you've seen it. Some textures don't need more of the texture to do so, but there are times to physically make a texture in order to get a convincing texture, Very important in a 3D texture,
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JamesHe aspires to be a game designer, let's just hope he gets there. He also happens to goes to DSA. Categories
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