DDA II was mainly focused in 3D Modeling, this made it much harder to adjust from last year, but wasn't just being thrown into the deep end. It was felt a lot in the beginning, and especially the second quarter, but has been overall pretty cool. Certain projects have put a damper on some of the activities, and have made this year a particular black mark, but most of them are on our faults, so this year has been what a class has been intended to be, a learning experience. The topics we discussed were important and were related to making certain shapes much more realistically shaped, rendering those shapes as best as they can, and making animations out of those shapes, all making pieces worth actually sharing, especially making the train station look as pretty as possible. Seeing growth artistically as pretty fun too, which is discussed more in another blog post, but since it's the year in review it counts to be mentioned. What also grew in this year is mainly how assignments are set up. This may seem small, but it saves a lot of time and effort for students and teachers. This starts with the Digital Asset Management Folder, the ultimate in digital management. Keeping everything in a folder, which is stored in a clearly organized folder makes it much easier to find and work on projects. This also helps in knowing where projects we will use again will be, like the train station or robot project. Grades have also been graded based on three categories, making mental organization of objectives in a project much more easy to remember, which would naturally make grades easier to understand as well. So, in all, the year was pretty cool, but had much more bumpy roads compared to last year. The Renders On The Train Station Was One Of My Favorites Of The Year
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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,
Ever since our required folders have been made, it has been easier to adjust to the new rubric, since they go hand in hand. Which I have talked about in the last Blog Post, but it didn't get the spotlight I intended for it, since the blog post was primarily about UVW Mapping. It's is made even easier by the fact we can have a default project set up in a folder, for each project. Which just means we can make folders that automatically sort all types of files into each type. This makes organization much, much more easier since files can easily go to their assigned places, where it automatically goes if it's used for the file, really useful. This is used for each file, so everything is in a folder, and whatever we need is easily accessed and not just in some public folder in the DAM which has multiple folders for each project, some of which have the same name. So, this helps a lot in working with new projects.
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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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