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?
0 Comments
My last post, the school relevant one, looked back on what we learned this quarter. This post serves to really look back on what happened with doing each activity. This class is not just doing assignments and quizzes, it's a road with many bumps and pot holes. Since, the district has weird ways to solve problems sometimes, remember when my some of my data got wiped and I couldn't turn some of it in? Well, that was because the district thought it would solve a certain issue Mr. B had, by wiping everything. But, it's my fault for saving somethings into the Scenes folder, oopsie. But, that's doesn't count A certain dice project, which required six different dice, each with their own sides. Which may sound kinda easy, but any dice more than six, can't really have little pips, so you would either find it out yourself, or look a way up. Looking back on it, I could've done the latter, but too late, a lost grade is lost. But, hopefully, the test tomorrow and the project due will boost my grade a little bit, right?
“The Ultimate Collection of 3DS Max Tutorials.” Hongkiat, Hongkiat, 6 Apr. 2018, www.hongkiat.com/blog/the-ultimate-collection-of-3ds-max-tutorials/.This week, we had the last topic in out Unit B for the year, Advanced Modeling Techniques. Which were the 3DS Max tools and forces we used for the past couple of months, all the way back in September, last year. But, with all of these tools, we have been able to make much more detailed, and lively models, especially when compared to last year's work. We finally learned animating certain actions, like force and MassFX, which made more potential for making actual animations. Since it made some realistic models, it came at the price of careful understanding, and our sanity. Some learning some topics were easy to grasp, like Compound Models, which were modifiers that did some simple changes. But, others were really weird, in my opinion, like Surface models, which really hurt my grade to time, effort, and a certain district restart, hmph. But, this topic also tested our ability to juggle activities, the dice activity thew lots of people off, since we had to model six dice, with each side of each needing a number, which needed a very intricate Surface technique to put a written number with. along with break, the neighborhood, and, again, a district restart. Overall, it wasn't a bad unit, it had lots of downs, the quizzes on certain topics just DID NOT go up, even after careful retakes, and the Surface modeling topic, but what came out is the knowledge to make varied, detailed models. So, what did we learn this week?
“The Ultimate Collection of 3DS Max Tutorials.” Hongkiat, Hongkiat, 6 Apr. 2018, www.hongkiat.com/blog/the-ultimate-collection-of-3ds-max-tutorials/. “11 Amazing Modelling Tips for 3ds Max.” 3D Artist - Animation, Models, Inspiration & Advice | 3DArtist Magazine, www.3dartistonline.com/news/2015/03/11-amazing-modelling-tips-for-3ds-max/. An example of new work we can use, showing the Particle System and 3D simulations
So, we learned about two types of modeling techniques, Surface and Parametric, both of which make models that are much more round and lifelike, like dice having much more rounded edges, and connecting objects for easier modification, like Bridges and Welds. But, they are completely different ways of modeling, with similar outcomes. Surface relies more on using each of the different selections, like vertices or edges. While Parametric focuses on modifying an already made shape, with certain modifiers, and following editable formats. So, which ones better? It really depends on what is trying to be done, if we're making a table, then the Parametric's Turbosmooth as a modifier, after we extrude and modify some pieces, or using Surface for the first Primitive. But, using the Parametric is mainly a preference of mine, since it's the latest technique that we learned, not bias or anything. But, having a general shape of what we're making before the modifiers are easier to know where you could've messed up, which happens a lot in 3D modeling.
But, how does it stack against Direct Modeling. Direct Modeling is basically how most people start out modeling, since it's modifying a primitive by manually moving certain aspects, virtually, but it can still apply to regular modeling. But, since Parametric is still a bit more focused, it's a bit more reliable, in my opinion. But, Direct Modeling seems also have it's place, in making certain models that are much more specific, like 3D modeling a face, or making some other type of lumpy, handmade model. So, what did we learn this Week?
“Parametric vs. Direct Modeling: Which Side Are You On?” PTC, www.ptc.com/en/cad-software-blog/parametric-vs-direct-modeling-which-side-are-you-on. Alba, Michael. “What's the Difference Between Parametric and Direct Modeling?” Biomedical Engineering Jobs | ENGINEERING.com,www.engineering.com/DesignSoftware/DesignSoftwareArticles/ArticleID/16587/Whats-the-Difference-Between-Parametric-and-Direct-Modeling.aspx. This week, we have another Portfolio Check, yay. But, we also learned a new set of modifiers that affect how a shape's dimensional value, or distort it. These tools are actually pretty useful for making certain shapes more, you know, shaped. A good example is the Nested Dodecahedron we did in class. It is less rigid than a shape that had most modifiers that we had before, some of the previous modifiers we used in this course were considered Parametric Tools. Like Bend, Shell, and spherify. So, a parametric modifier is really any sort of modifier that makes a shape rounder, not all since some surface modeling techniques, and even compound modifiers like sweep or blobmesh, can make a round shape. But, these tools are more suited to a single modifier that simply changes how round it is. Distinctly round Dodecahedron
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
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
This year, Digital Design and Animation is more focused on 3D elements, so we have more of a focus on using individual tools. But, this is also a brand new opportunity to discuss a bit more deeply on various elements. This week, we had to make a romantic evening with the lathe tool. The lathe tool, at it's most basic, makes a copy of a spline(which is a flat shape, in a 3D modelling program) for every degree you tell it to. Which, results in a 3D shape, this tool has applications in any sort of symmetrical shape. Many elements were easily made with the Lathe Tool, since many objects are symmetrical, like candlesticks and plates. But, some objects can't easily be made, like the napkin. The napkin can actually be made by modifying the degrees it turns, resulting in a shape that's not fully "rotated," making for the napkin's folded shape. But, the napkin also needs to be a bit less circular, which is what the side tool, I forgot what it's called, which makes it a bit more shaped. These sort of small options that can drastically change a shape is, what I think, the main point of these projects.
Some activities we do aren't graded, this year. Since these activities are only practice, whether or not we use this time is, practically, up to us. So, we improve and learn a thing or two from both of them. The Lathe Tool is a tool that simplifies many elements for us to make, and thinking of how to use it is totally dependent on us. 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
|
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
|