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?
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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,
Since I only talked about how UVW activities were going for regular shapes, I have to talk about how wrapping and unwrapping a UVW is almost a different type of modeling. The most visible difference is how the UVW is mapped differently, not just images, but a single image which the wrap takes from, putting each side on a more complex shape, which has to be turned into a poly first. This process is also in a separate window, which seems scary at first, but is actually easier to use than it being in the little tool section. So, our first real project that uses this is a gas can, which is not just a box, but a full model, with a texture on it. The shape has all the textures, except for a few corners that don't line up EXACTLY with the texture, a set-back for this process is how layered it is, and certain spots not being aligned exactly. Which, makes this another process that can be applied to a lot more shapes, but is such a tedious, step by step process that you could easily mess up once, and have to restart. Which, is what most modeling is, but techniques like these make it much more interesting, to say the least.
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.
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
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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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