Reflective Summary
In class this year I have greatly expanded my horizons in all things 3D modeling.I have learned and mastered the skills with which I can create anything only limited by my imagination. Throughout this year of DDA I have built my 3DS Max skills from the ground up. Starting by manipulating simple primitives we slowly increased the complexity and difficulty of the work we had to create. Soon we were working with sub-objects, then we mastered modifiers, and finally lighting and animation. With these skills in hand I can confidently create almost anything imaginable. This class will prove crucial for my future explorations into the world of Game Design.
Unit A - Professionalism
Critiques Reflection.
After spending hour after hour creating and polishing your artistic work it is understandably very easy to become biased toward or against your own work. This is where a second set of eyes can be very beneficial, having an outsider opinion on your work is very important in the process of improving your work, and yourself as an artist. Giving objective critiques to other people's work is additionally a very good way to introduce yourself to a wider diversity of ideas and styles that can only mature your own work. While often in media critics like Anton Ego are portrayed as heartless villains it is still very important to remember the integral place of critiques in the artistic process.
After spending hour after hour creating and polishing your artistic work it is understandably very easy to become biased toward or against your own work. This is where a second set of eyes can be very beneficial, having an outsider opinion on your work is very important in the process of improving your work, and yourself as an artist. Giving objective critiques to other people's work is additionally a very good way to introduce yourself to a wider diversity of ideas and styles that can only mature your own work. While often in media critics like Anton Ego are portrayed as heartless villains it is still very important to remember the integral place of critiques in the artistic process.
Unit B - Advanced Modeling
Modeling Reflection
3d modeling contains with it the ability to sculpt without limits; the ability to create worlds bound only by your imagination and technical ability, but what is this technical ability you may ask. A 3d modeler is required to be well versed in a wide array of skill sets and techniques in order for them to quickly and effectively accomplish their goals. When starting out 3d modeling is merely the ability to change the size of a limited selection of primitives and combining them in interesting ways.
The first technique that adds more depth to this dynamic is the use of compound objects. With compound objects the modeler is given greater autonomy over their model by letting the core primitives interact with each other to create more complex shapes. For example when using subtract compound object setting you are able to subtract the volume of one primitive from another. Other uses of this such as compound combine to create a set of useful tools. These can be useful for sculpting something as simple as a donut to something as complicated as a car.
Using the interactions between the primitives to sculpt can be limited in many respects this is where surface, and parametric modeling comes in handy. Parametric modeling is used to model to mathematically precise degrees, by numerical entering numbers for all the transformations it is far easier to achieve a precise and symmetrical model. On the other hand surface modeling provides a wider range of modeling available to you. by being able to individually manipulate the vertices within a shape you can change it to a greater and more precise degree than simple compound shape modeling.
3d modeling contains with it the ability to sculpt without limits; the ability to create worlds bound only by your imagination and technical ability, but what is this technical ability you may ask. A 3d modeler is required to be well versed in a wide array of skill sets and techniques in order for them to quickly and effectively accomplish their goals. When starting out 3d modeling is merely the ability to change the size of a limited selection of primitives and combining them in interesting ways.
The first technique that adds more depth to this dynamic is the use of compound objects. With compound objects the modeler is given greater autonomy over their model by letting the core primitives interact with each other to create more complex shapes. For example when using subtract compound object setting you are able to subtract the volume of one primitive from another. Other uses of this such as compound combine to create a set of useful tools. These can be useful for sculpting something as simple as a donut to something as complicated as a car.
Using the interactions between the primitives to sculpt can be limited in many respects this is where surface, and parametric modeling comes in handy. Parametric modeling is used to model to mathematically precise degrees, by numerical entering numbers for all the transformations it is far easier to achieve a precise and symmetrical model. On the other hand surface modeling provides a wider range of modeling available to you. by being able to individually manipulate the vertices within a shape you can change it to a greater and more precise degree than simple compound shape modeling.
Artifact Models
The first image is of a bridge that I created in 3DS MAX. It served as an exercise in parametric modeling, with its geometric symmetry not easily accomplished without it.
The second image is of a western town and terrain that I created in 3DS MAX. it served as an exercise in surface modeling. With the rough terrain being created through the careful manipulation of specific vertices.
The third image is a knockoff SpongeBob that I created in 3DS MAX. It served as an exercise in compound shape modeling. With many of it's features such as the tie merely being a combination of 2 simple primitives.
The second image is of a western town and terrain that I created in 3DS MAX. it served as an exercise in surface modeling. With the rough terrain being created through the careful manipulation of specific vertices.
The third image is a knockoff SpongeBob that I created in 3DS MAX. It served as an exercise in compound shape modeling. With many of it's features such as the tie merely being a combination of 2 simple primitives.
Simulations/Particles/Forces Reflection
Many games often use physics realistic to real life as a tool to more thoroughly immerse the player in this world. Realistic physics are often achieved in modeling through a variety of tools meant to simulate real life forces. For example the use of simulated gravity or wind on a piece of 3d modeled cloth can make the item appear more realistic and believable even within the context of a video game's unrealistic setting.
Many games often use physics realistic to real life as a tool to more thoroughly immerse the player in this world. Realistic physics are often achieved in modeling through a variety of tools meant to simulate real life forces. For example the use of simulated gravity or wind on a piece of 3d modeled cloth can make the item appear more realistic and believable even within the context of a video game's unrealistic setting.
Simulation/Particles/Forces Artifact
This image is of a flag I created in 3DS MAX. in order to increase realism of the flag waving in the wind simulated the effect of wind and gravity.
Unit C - Shaders & Renderers
Aesthetics Reflection
While the basic shape lays the foundation for the model. It is the materials and final renders that add the final touch of realism to a model. Maps and textures can convey information not immediately apparent with when looking at the un-textured model. for example when un-textured a shiny hardwood floor looks indistinguishable to a concrete sidewalk. Aside from the additional information conveyed final renders and textures are essential to make your final product look actually good. the added polish that comes from a dramatic shadow or a reflective shine can transform a good model to a great one.
While the basic shape lays the foundation for the model. It is the materials and final renders that add the final touch of realism to a model. Maps and textures can convey information not immediately apparent with when looking at the un-textured model. for example when un-textured a shiny hardwood floor looks indistinguishable to a concrete sidewalk. Aside from the additional information conveyed final renders and textures are essential to make your final product look actually good. the added polish that comes from a dramatic shadow or a reflective shine can transform a good model to a great one.
Artifact Models
My first image is of a book that I created in 3DS MAX. This demonstrates how extra information, such as the book title and cover design, can be conveyed with texturing and mapping.
My second image is of my textured mech that I created in 3DS MAX. This demonstrates how mapping and texturing can be used to increase the sense of realism.
My third image is of an alleyway that I created in 3DS MAX. This image best demonstrates how use of textures can used to replicate the appearance of various real world materials.
My second image is of my textured mech that I created in 3DS MAX. This demonstrates how mapping and texturing can be used to increase the sense of realism.
My third image is of an alleyway that I created in 3DS MAX. This image best demonstrates how use of textures can used to replicate the appearance of various real world materials.
The renderer you select matters a great deal when it comes to the kind of final product that you are looking for. while the Arnold renderer looks very nice with the glossy sheen that is applied when you use it, a major drawback is the loss of realism to some real world textures, while other textures are lost completely in the renderer switch. Scanline renderer is usually the go to as it is set as the default and strikes a nice balance between speed and looks. Other renderers such as the quicksilver hardware renderer are more intended for speed but lack realism when it comes to the correct shadows and lighting.
Unit D - Lighting
Lighting and Shadows Reflection
Lighting is often used in cinema and photography to enhance the subject or to provide an interesting composition through use of shadows to an otherwise ordinary shot. These same principles can be applied to digital lighting in 3DS MAX. the most common method of accentuating the subject of a shot or render is three-point lighting. this is commonly seen in a lot of movie lighting and is great for fully showcasing a model. Lights can also be used to imitate real life sources of a light in a render such as the sun or a lamp.
Lighting is often used in cinema and photography to enhance the subject or to provide an interesting composition through use of shadows to an otherwise ordinary shot. These same principles can be applied to digital lighting in 3DS MAX. the most common method of accentuating the subject of a shot or render is three-point lighting. this is commonly seen in a lot of movie lighting and is great for fully showcasing a model. Lights can also be used to imitate real life sources of a light in a render such as the sun or a lamp.
Artifact Models
The first image is my mech that I created in 3DS MAX. It is a good example of using 3-pointing lighting to emphasize the subject.
The second image is of a lamp that I created in 3DS MAX. It does a good job of showing how lighting can be used to imitate real-world objects.
The second image is of a lamp that I created in 3DS MAX. It does a good job of showing how lighting can be used to imitate real-world objects.
Unit E - Cameras
Reflection
When comparing the 3DS MAX cameras with their real-life counterparts it would be foolish not to point out the very clear inspiration that 3DS MAX was going for when coding their cameras. Both cameras can make use of adjustable FOV, and Exposure. 3D Cameras do have several advantages like the ability to save a specific composition, and a wider range on the aforementioned settings. Physical cameras of course have the advantage of letting you use them without going through the arduous process of modeling the subject beforehand.
When comparing the 3DS MAX cameras with their real-life counterparts it would be foolish not to point out the very clear inspiration that 3DS MAX was going for when coding their cameras. Both cameras can make use of adjustable FOV, and Exposure. 3D Cameras do have several advantages like the ability to save a specific composition, and a wider range on the aforementioned settings. Physical cameras of course have the advantage of letting you use them without going through the arduous process of modeling the subject beforehand.
Artifact Models
I made this show reel using Premiere Rush. I learned 2 things about cameras in the process, 1. how to set up the various different turntables and 2. How to mess up the aspect ratio.
Video
Conclusion
All in All I thoroughly enjoyed this year of class. I feel the great extent to which my skills and my creativity have grown as a result of this class. Although I struggled with many projects this year, I feel that the feeling of overcoming the adversity made it worth it. Throughout the year I had a lot of fun making stuff that I can look back on and enjoy, and I'm excited for what's in store next year.