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.
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During quarantine me and my friends have been cycling through a different lunchtime party game. The game that we have been playing this past week is called Gartic phone and I have been enjoying it quite a lot. The game has pretty decent replay value for the simplicity of the premise.
The gameplay varied across modes but mostly relied on the idea of visual telephone where rather words being garbled it would be images. This had several variations like one where you couldn't see what you were drawing, and one where it was only drawings, but all of these followed a similar premise and were easy to pick up. The visual and audio were mainly based off of you and the players you were playing with. The interface was very accessible with the game just being available on the website. this made the game more inviting to it's very casual player base. overall I would give this game a 3/5 stars, a very fun game if you want to relax and have some fun with friends. 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.
This is somewhat of a nostalgia review with this game being one of the first that introduced me into the world of gaming all the way back in elementary school. I and my friends would wait all day for the 30-minute break where we could race each other in completing some of our favorite coolmath games. This game in particular sticks out to me due to it's absurd premise and unsettling animation. With these flaws already in mind today I am conducting a game review to see how it has held up over time. The game was relatively enjoyable, although the level grinding could at times get repetitive. The narrative is lovably incoherent with the ending being a climactic race between 2 heavily roided-out super ducks, in space. The training relies on a repetitive formula of replaying the same training mini-games until you are a high enough level to win a race and progress. Despite this as a whole I found a majority of these mini-games were fun and had an arcade style that lent them high replayability. The visuals followed the simple stylized look of its predecessors with one major twist; horrific semi duck semi human transformed mutant creatures. The premise of the game is your duck "evolving" into a horrifying buff human duck for the purpose of racing. this leads to some disturbing imagery reminiscent of "Animorphs covers. I muted the game audio due to the sheer ear-bleedingly terrible quality of the OST. The interface was more friendly than most flash games of its era to supporting both wasd and arrow keys instead of just the latter as most do. There were no technical errors except for the one obvious one. The removal of flash earlier this year marked the death of most games like this, and I was only able to play a recreation of the game on Unity. In conclusion Duck Life 3: Evolution is a solid game if you aren't trying to challenge yourself, and you are just looking for a bit of fun. 3/5 Stars
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.
Star Wars; Two words that defined generations of fans with its deep lore and killer soundtrack. Lego; a toy that shaped almost as many lives, widely understood euphemisms such as "hurts more than stepping on a Lego" only demonstrates the deeply ingrained cultural impact that Lego has had. When these two behemoths of the public imagination collided they produced a product unlike any ever seen, Lego Star Wars. With the sequel to this 15-year-old game coming out this year I think it's the perfect time to reflect upon a game that shaped my childhood.
On my first play through of the game enjoyment did not even begin to describe how I thought of this game, a closer fit would have been obsession. While on replay the game did not captivate me as much I was still able to challenge myself to 100% the game. I was surprised about the wealth of things I could still discover about a 15-year-old game. The game's main purpose is to tell the Star Wars story through a lighthearted Lego format. Despite this the Lego game is able to perfectly tell the core story with many obscure references that demonstrate the maker's knowledge of the deep lore as well. My big sister was able to completely follow the story despite never having seen the movies. The core mechanics of fighting are fun, but they are too easy to master due to it being a game with a core demographic of children. The simple Lego look of the game has aged remarkably well due to it's intentionally simple and blocky look. The game was able to get the rights to all of the Star Wars soundtrack which is always a huge plus. In conclusion, I give this game 5 out of 5 stars. The game strove not to be merely a great children's game, but a great game 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 In a world where the reign of man is over. A world caught between the twin behemoths of the balloon and monkey races. A world forever at war. Endless war has consumed the minds of both species. The monkeys evolved for the sole purpose of war. Monkey heroes, monkey gods, nothing is too sacred to avoid being twisted into machines of carnage. This is no nightmare. This is Bloons Monkey City.
Enjoyment can not begin to describe my experience playing this game. Every frame of this game's animation should be a "frame"-d painting in a museum. Its simple character and background design hearkens back to its humble flash game origins. The stunning graphics help illustrate the sad narrative of life, death, and monkey that is told throughout the game's gripping narrative. The gameplay starts out mind-bogglingly easy, but the farther you venture from your monkey village the more brutal the levels become. The first heart lost in battle is like a slap to the face, and the first level lost is akin to a full-frontal lobotomy. This is meant to remind you that this is no children's game. This is war. The most important sound the game presents you with is the sound of balloons popping, the casualties in battle. Comparatively, the fanfare played at the end of a victory sounds hollow, the beating drums reduced to tin cans, and the pompous horns wind howling in frigid night air. The game is only available on PC most likely due to the high degree of trauma resistance and mental fortitude required to play it. In conclusion, I give this game a 2 out of 5 stars. It's your average Bloons tower defense game. 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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