Procrastination is something I have struggled with all my life, but on his project I elevated that to a whole new level. I deliberately avoided doing any work in class for weeks, and now I was forced to pay the repercussions; creating the complete game in one sitting. The original strategy was not to make the entire game in this manner, but a faulty download onto Google Drive left me with no choice, wiping away days of blood sweat and assets. I persisted forward, working nonstop for over 7 hours at a time. All my time in class was not complete wasted, because I still made sure to learn the unity platform vicariously through solving my friend's issues. My personal favorite part of the process between the terrain modeling, asset use and enemy creation was the sound design. I enjoyed programming in sound cues like the big chungus song death sound, and most of all, I enjoyed my short-lived role as the voice of Winston. My least favorite part of the game process was uploading the game onto a webgl browser. Picture this, you feel accomplished after finishing your multi hour game, you wipe sweat off your brow and get ready to call it a job well done, after all the only thing left is the submission.... Right?almost 2 hours and 4 online tutorials later, I finally succeeded. At one point, I thought the excruciating load times would force my game into being late. Doing this project today was legitimately one of the most stressful experiences in my life. So what did I learn from this stressful experience, you may ask? Firstly, I gained a greater grasp on the different tool that unity has at your disposal and gained an overall more solid foundation for future game design. Secondly, I learned the real moral of the story, do not procrastinate a game....EVER.
https://play.unity.com/mg/other/poop-0fpx Edit: in hindsight, maybe naming my game poop wasn't the smartest idea Edit:Edit: no idea why the trees got fucked up when the game got uploaded.
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Building onto the skills that I had honed from both the turntable animation project and the personal show reel projects, I embarked upon my epic quest to complete my master work ; Sporgborg 360. To make the camera motion more dynamic than the standard circular motion. I instead created a crazy spline to simulate some wonkers camera movement. I intentionally put the steepest turn at the front of the sponge to accentuate the face. This also matched nicely with the rhythmic baseline of the music I later added. One issue that I ran into in the making of the turntable animation was not knowing how to properly use Premiere Pro. This time however, I was more ready, and I flawlessly executed my editing to perfection. the final product is a hypnotic cycle of sponge and jazz ever continuing into the night.
One of my proudest 3D models of all time was my prized mech. The cute little uwu face that I added was the icing on the cake. When asked to improve upon what was already perfect I truly was faced with a difficult task indeed. Nevertheless, I tried my best, although pressed I was never stressed. My idea for the texturing was to go into a completely different direction from before. While my initial mech was the epitome of sleek consumerist design; it was aesthetically the AirPods of annihilation. I instead traveled forward into the future to when the scars of time have cracked, rusted, and worn it down into oblivion. While on the feet I tried to personalize the pattern of the rusty bolts to the contours of the shoe. I quickly realized that this would be a very difficult policy to maintain. Instead, I resolved to find more general textures that meshed well together with minimal editing. When I got to texturing the head I ran into a bit of trouble. I had to do alot of photoshop tweaking to get the edge of the cracked glass and the exposed machinery perfectly follow the edge of the concave window valley on the mech. In conclusion, I learned that, although tedious UV mapping is an integral part of making your 3D models appear finished.
As our first step into the world of UV mapping our cool teacher (Mr. B) assigned us a project to 3d model A book, and make a poster advertising it. Right from the get go I knew what theme and book I would choose. Back in the third grade I attended my first book fair at school. Most of the books were either bad or MInecraft fanfiction, but one book stood out to me "The adventures of Ook and Gluk Cavemen From the Future, from the creators of Captain Underpants". Even as ridiculous as that title was, the connection drew me to buying it, and all throughout my childhood this book would remain high on my most read list. Now to the actual modeling. At first I struggled to get completely flush views of the different sides. I was forced to enlist the help of my little sister in order to get the perfect angles. After that initial trouble the rest of the modeling was easy. I measured the sides of the book with measuring tape, and after some fiddling around with the parameters for the textures, and I was done. In conclusion I found this project as a whole a very enjoyable work experience.
It's 9pm, and I finally start my project that was assigned 3 weeks earlier. The only thing going through my mind was sad resignation over the oncoming night of lost sleep. To my surprise Kid Cudi had just dropped Man on the Moon 3, a long awaited sequel record to his first 2 classics. My memory of working on this as a result is inexorably linked with the memories of this album. I came to see the beauty in the precision that parametric modeling allowed. I flew through the steps of the tutorial watching my Tower Bridge will itself into construction under my watchful gaze. I finished the final modeling with the closing beats of the song. The symmetry that parametric modeling allowed perfectly served the ornate structures that formed the tower's architecture. in summary working on this project furthered my appreciation for precision in modeling. In conclusion, it was probably one of the best experiences I've ever had doing modeling or work in general.
Mecholovania is my take on what a mech invasion of earth would be like. At the start I experienced the most difficulties. I was unable to fit the entire image into my 3ds max viewport. I was only able to solve this problem through the big brain advice of a friend who suggested that I manipulated the dimensions of the actual window I was working in. another issue came in the fact that the white overlay over the white selection tool made working on this project feel like living in a Siberian gulag. I solved this problem by altering the color of the reference in Photoshop before using it. after the initial hurdles were jumped I was able to go full sprint. I completed the tutorial and slapped an uwu face on my mech in a flash. Then a new issue emerged on the horizon, I needed to take photos to insert my mech into but as the sun sank lower on the skyline so did my hopes of success. I had only snapped 2 images before it was fully night. I couldn't have more than one image in complete darkness, because that got old fast, and I couldn't have a giant mech appear indoors. I eventually gave up and put the mech indoors with a lazy joke about size consistency as cover up. I edited shadows and even glow for my night photo into my images and slapped them into a generic looking news template. Looking at my final polished product I felt proud yet dissatisfied. A revelation struck me about what I was missing. I had forgotten the Chungus! Of course without the most integral component my image felt incomplete. In conclusion, I had a lot of fun doing this project and I feel that I learned a lot about 3d modeling in the process.
Summary Solving early problems Solving photography problems Adding the Chungus Last year after the PC building project I became interested in procuring a PC of my own. after the arduous task of convincing my parents was over I set to building my PC. Strangely convincing my parents to get me a PC seemed relatively simple when compared to the task of convincing them to get me a desk to put it on. Even after I got my desk months later I ran into technical problem after problem that stopped my computer from working. this was around the time that we started working with 3D modeling in class and I was forced to work on Clara.io. This massively held me back for example here is my first 8 hours of working in Clara.io vs my first hour working in 3DS MAX When I was actually in the process of making this as a part of my larger western scene project I was enthralled by how simple the software was to understand and how expansive the wealth of information available online on how to use it was especially when compared to Clara. For example, I was able to render my 3DS MAX picture in less than 5 minutes while evidently shown I never figured how to in Clara. Overall this has been a very good experience and I wish I had set up my PC earlier.
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AuthorI am an eleventh grader who goes to DSA. My main interests are design and music. Archives
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