Well, it's almost been a year already, and I'm still in this class. We learned a bunch of stuff, which I only realized looking back, and I think, since this is the last post I'll probably make for the year, should be about the year. Well first, an overview, this year was pretty nice, pretty hard, Mr. B was not lying when he said it would be challenging, but I got a pretty good grade for each quarter, the people were nice, most of the time, and the stuff we made was good enough to look back and say, "I liked making that."
So, when we first started out, we did a bunch of lessons on history, which was not that bad, slideshows tend to be my strong suit, I'm not so sure about public speaking, but the stuff was pretty distant, I was surprised when a question from this unit was on the test, oops. Well, after that, we learned about Photoshop, and bitmaps, which was when the year started taking off. What we did there was hard to understand at first, but made sense in the end, which could apply to most of our lessons, or the entire year, but the stuff we did there was pretty useful for most of what we did. Next is Illustrator, and it's vectors, which everybody did not enjoy, since they learned Photoshop first, but it was't that bad, there were weird tools at times, but it trades off for qualitative images, which could be useful for professional stuff, which they do use for their own pamphlets and stuff, so it has a purpose other than a "Different Illustrator." We did Premiere, with video editing, next, which was, personally, my favorite, since we made videos and stuff. Which, is nice, because it made sense, it's freaky how it just clicked with me. Making cuts, thinking up concepts of videos, and how to put it all together. It used all of my favorite aspects of projects. Which was pretty cool. The last concept we did was 3DS Max and, well, 3D modeling. This was actually my least favorite, but had it's place in our curriculum, I guess. It's very different from what we did earlier, which was the same reason we didn't really enjoy Illustrator, but put in the frame of the entire year, which we could've done anything to change, except ACTUALLY push on and just do it. Which I'm not a fan of. So, this was an up-down sort of thing, but it was pretty nice in the end, and changed me, like some sort of rite of passage, or a pilgrimage, I guess
0 Comments
Well, the year is going to end, and we're wrapping up with a topic that is pretty different, compared to our other interfaces, 3DS Max. 3DS Max has lots of similarities to our other sofwares, like an interface, and tools. But, we use it for 3D modeling, which is pretty different from what we usually do, since there are more layers on layers of stuff we can easily mess up. Which, makes sense, 3D modeling captures space unlike most Adobe software, so it would naturally be different. But, I already talked about my experience with 3DS Max. I wanted to talk about the experience with 3DS Max. To be honest, it's a little hard. I still struggle with some topics, like textures and stuff. Not with all of the topics, lighting and sub objects, made sense, and were pretty fun in the end. But, if I had to make up my mind about 3DS Max, I would rather do some of the 2D stuff, like Photoshop, or Premiere, I really liked playing with these two, I guess Illustrator too. I'm not trying to forsake 3DS Max, I would just rather use these programs for most things. As Mr. B said, "Use the tool most suited to what you're doing," or something like that I really liked making this face, especially because it was better than the old one
It's almost the end of the year, and things have been pretty cool, I guess. I should save the year retrospect for an unprompted blog post, we have to talk about 3DS Max again. 3DS Max is pretty different from what we've done for the rest of the year, since things are 3D, and stuff. But, that's not the harder part, the hardest part is to actually know what to put for each part of the shape, like modifiers, there are lots of parts of each shape that affect each other, sometimes. Textures and materials, which I'm on now, are pretty simple, if you know how to map the textures first. But, some of this, like primitives and sub-objects, were understandable, when you wrap it around your head. But, we have an exam after this week, and I don't know if my grade is good enough to be helped with it, I don't even know if I'm exempt or not, but, I'm just going to do it anyway. Which can't pull down the grade, it doesn't in French, so, hopefully, it doesn't. But, now we got to research, but I, literally, don't know what to research, except the history of the program, and company, itself, 3DS Max and Autodesk. Autodesk started out with Michael Riddle making simple CAD, Computer Assisted Design, programs in the 70s. He wanted to advertise it, since he was so close to making realistic shapes on a Desktop, but only sold thirty copies, he was then introduced to John Walker, the co founder of Autodesk, and, after a meeting and agreements, sold his CAD for a dolan, and ten percent of the CAD sales. Walker believed in Riddle's program, but the problem is the modeling scene during the early 80s. People didn't have the standards we have today, like powerful graphic cards, a mouse, or even an on screen pointer. But, after a while, Riddle did some investing stuff, and made the beginning of Autodesk, which, eventually, grew to what we have today. So, what did we learn, again?
www.studiodaily.com/2012/01/the-fascinating-story-of-how-autodesk-came-to-be-part-1/ en.wikipedia.org/wiki/Autodesk_3ds_Max cgpress.org/archives/cgarticles/the_history_of_3d_studio One of the first 3D modeled items in 3DS' infancy, or the website says
I haven't updated this blog in a while, due to me not HAVING to, and I didn't talk anything about 3D modeling at all. Which is pretty weird, because there is a lot to talk about, from how different the interface is, to the specific order to each transformation. But, this post is about a certain piece, a lamp, and some modified shapes. This assignment requires me to write a blog post, which is why i'm doing this just now. So, I actually had to edit some shapes first, which was easy, since it's just playing around with shapes to see how modifiers work. How they work is simple, make an edit poly, select what piece, or poly, you're going to edit, and move, rotate, or scale that part. This can be awfully in depth, especially when you use multiple at once, like making a cylinder into a small can, that has been warped. Doing this part first would've made the lamp a lot more easier, since I know how to make the lamp shade actually have a hole, by using a tube, oops. So, the lamp was pretty "easy," due to the simple nature of a cylinder with stands. But, I really had to stretch out the use of modifiers being relatively hard to edit on a simple enough lamp like this one. The lampshade itself required a bit to try and edit, because a lampshade of this type is literally just a cylinder, I also can't align the stands correctly, one is slightly out, while the others are fine. This makes it look weird from an upward angle, but is nice form a top down shot, as long as it doesn't dip into the lampshade itself. The stands themselves were kinda easy to modify, use the chamfer and select the corners, the problem was having the base of the stands try and also do that. But, it was easily solved by chamfering(?) the corners that protrude, but the base has this little slit that you can barely see, especially in the renders. Then, the lamp was made from all of that. Some of this may sound a little much, with the chamfers, renders, and extrudes, but it makes sense after doing each of the assignments, and I came through it knowing what to do, which is good, as we CAN be exempt from the exam, which is nice to know, I guess The top angle of the lamp, notice the stands' and lampshades' modifiers Random Shapes and Stuff, all with different variations of edit poly used
|
JamesHe aspires to be a game designer, let's just hope he gets there. He also happens to goes to DSA. Categories
All
Archives
August 2021
|