We had multiple projects, yay. But, this time we had simple compound modifiers to make some stuff out of. There wasn't too much trouble in making each of them, for me or anyone in that course. Which is a nice change of pace from "Crap, I'm behind, I'll move on to the next project and forget this one I'm stuck on." But, our blog posts have specified topics now, in which we have to find a portfolio of a 3DS Max modeler. Which, is actually pretty scary, but just look on the Autodesk Gallery, and look for pieces you really like. The portfolio I chose is Emerson3ds (www.artstation.com/emerson3ds). Each piece is diverse, which is probably what I should be doing in my portfolio, and has it's own skill sets for each. Since all of this work is mainly character models, I don't really have any sort of modeled work that compares, the closest is the angry face, which is very, very basic. But, it's something to aspire to be, I really have to ACTUALLY know how to use modifiers, and hope we get to models soon. The following tab on her profile also has a bunch of artists that do cool work, too. Speaking of portfolios, we still have to write about a different topic. Well, we can see how this portfolio is formatted well. It's simple, easily navigable, and focuses on the work, pretty well done as standardized. But, what else did we learn this week?
Portfolio Used: “Emerson Silva.” ArtStation, www.artstation.com/emerson3ds. Frost, Aja. “4 Secrets to Building a Portfolio That'll Make Everyone Want to Hire You.” Free Career Advice, The Muse, 6 July 2015, www.themuse.com/advice/4-secrets-to-building-a-portfolio-thatll-make-everyone-want-to-hire-you. Chess board we had to make is class, the knight piece was the real pain in this project
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Our first unit in 3D modeling, Compounds, is based in making splines 3D shapes, and manipulating them to be much more natural shapes than using primitives and a couple modifiers. This technique is pretty abstract to use, especially since we have to use modifiers used in the previous years. Lathe focuses on making "bases," this isn't an official term, by rotating a shape and keeping it in all of it's positions, if that makes sense. Boolean, or Boole-AN, is the use of two shapes, primitive or spline, to either come together, separate, or only keep the intersection. It's similar to the Pathfinder or (appropriately enough) Compound tools in Adobe Illustrator, but for 3D editors. Scatter is pretty easy to grasp, randomly puts shapes on a 3D surface, which can make distributing vertain shapes a lot more natural, like nature scenes. Blobmesh, make, as the name suggests, a blob-ish shape, useful for much more bubbly shapes, or *ahem* doughnuts. Sweep makes a spline's shape curve around another spline, which sounds weird, but it basically like a crown molding. Arrays, although we didn't go over them yet, is pretty similar to a tool from last year, with the same name. It lays out shapes with a pattern in mind, it's like scatter, but without the scatter. Sometimes, it really does feel like we're learning a lot at once, but it really just flew by, since classes are twenty percent making things, sixty percent "How do I do this?" , and twenty percent messing around. Which is, in my opinion, the best way of learning things. This cactus was made with lathe, bend, and scatter modifiers
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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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