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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This Week, we learned of UVW maps, which includes some the textures, maps, and shaders from the week before. The main difference is that UVWs involve unwrapping the shape, texturing it, and putting it back together. Making the regular box is fine, and does make realistic shapes, but wrapping makes it even more real, but much more step by step and convoluted. The first project we made was with just the textures, and was pretty easy. The main difference from every project up to this point is that we have a standardized rubric now, with the stages of pre-production, production, and post-production, for every project from now on. Which, makes it much more easier to know what a project's asking for, since it's spread out between three stages, having each in an order is good for organization. Speaking of organization, we are also required to have a Digital Asset Management folder, which puts each file we use into other folders, organized into various types of categories. It can be organized into renders, texture files, and planning materials, which is very, very useful for a project that requires renders, textures, and composites turned in at separate times. But, having to take pictures of each category we make for each file we submit is a little tedious, and can easily be misunderstood, as a picture of the file folders, and not just the one it's in, is required. This folder is also what prevented much a confused older folder, which had everthing in it, no folders to keep anything, except the texturing project that we never speak of, ever. But, it's what made the projects much easier, and makes a person feel very responsible. So, what did we learn this week?
Stum, Michael. “What Exactly Is UV and UVW Mapping?” Game Development Stack Exchange, gamedev.stackexchange.com/questions/6911/what-exactly-is-uv-and-uvw-mapping. “UVW Map Modifier.” Autodesk Support & Learning, knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-78327298-4741-470C-848D-4C3618B18FCA-htm.html. Simple Box Made With Bitmaps
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
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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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