As obvious as this may sound, first-person shooters are heavily focused on the player's ability to aim at a target and getting their kills. Older FPS, more specifically ArenaFPS such as Quake have another skill sets the player must learn and master the movement. Bunnyhopping, Strafing, and Rocket jumping can separate great players from the good players. Bunnyhopping(Bhop) is a movement technique that involves the player to constantly run and consistently timed jumps. This technique allows the player to gained additional speed and to avoid being shot. Strafing refers to the player moving left and right constantly while facing forward. This technique allows the player to shoot and dodge their target at the same time. Rocket jump is also another important movement skill that can be extremely useful to the player. This technique refers to the player shooting a rocket at the ground in order to propel themselves and gain a lot of momentum. Rocket jumping can turn a linear gunfight into a 3D, non-linear gunfight. These skills are slowly being forgotten since games are becoming more and more focused on realism and structured experience. A slightly more modern yet old title such as Counter-Strike: Global Offensive(CSGO) or Team Fortress 2(TF2) also offers these skills in their game. Bhopping and strafing are presented in CSGO but not Rocket jumping. Bhopping is harder to pull off in CSGO but it can still help the player traverse through the maps and get into position quicker. This also applies to TF2 since both games Source engine. These movement skills are very watered down in the two titles. Despite this, communities server were created to facilitate players that wanted to practice these skills. Aside from double-jumping or sliding, techniques like these are slowly becoming a thing of the past whilst more modern titles tend to be heading towards a more tactical and realistic experience. With the player's movement being more limited, the skill ceiling in modern fps titles tends to be a tad bit lower. Basically:
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I had hoped 2020 was going to be a great year, but so far this year have been a complete shit show. We started off the year with the Australian wildfires, Kobe Bryant's death, and now we are in the middle of a pandemic, thank you Coronavirus. As most of you already know, we are currently in quarantine. This is a perfect time for introverts to thrive and the time where extroverts have mental breakdown. But all of this is for the better cause, we're helping to flattening the curve, slow down the spread of Ms. Corona. Not all of us follow the rules however. There's plenty of people already going out like normal, as if they're already infected. We're suppose to be social distancing and isolation and all of that but some of us are smooth-brained. Quarantine is likely to extended. With that out of the way I'll be going in to the main point of this post. With quarantine being in effect, this is a great time to develop a new skill, improve on your previous skill, acquired a side hustle, learn new things, work out, etc. We now have plenty of free time due to the quarantine. I have much more time to focus on my work out and digital arts, I could spend an entire day either working out or drawing in Adobe Illustrator. I have also been dabbling in music production. Aside from developing new self aspects, this is also the perfect time to relax and chill. It's a great time to relief stress. Some might be worried about food shortage, better yet toilet paper shortage, but I'm quite certain that restocking is a thing. So Basically:
Minecraft, a cubic, open-world sandbox video game that possibly everyone has grown to love. Many can say that this game is a part of their childhood. I can say so for myself. I started playing this amazing game around the late 1.3 updates and early 1.4 updates. The game was still its early stages but It was still very fun to mess around. I find myself making redstone contraptions in creative mode for most of the time. I found myself building elevators and many iterations of piston doors for quite a bit. Something about redstone circuitry stimulate my young mind. Aside from this I also find myself being scared of a myth in this game, Herobrine, like the rest of the kids back then. My interests for this game started to die down and eventually I stopped playing it entirely after a couple weeks into the 1.6 update, specifically 1.6.4. As I gravitate toward other games, Minecraft lingers on in the back of my mind, but it remained untouched for a couple of years. As I grew older, I find myself consciously avoiding to play Minecraft because for whatever reason everyone thinks that this game was cringy and I simply was bandwagoning like a fool. This mindset of mine eventually go away and started playing Minecraft again in 1.14 update. This spark of interest was ignited by me on a boring night wanting to open a Minecraft server for whatever reason. I manage to open a server and convinced one of my friend to purchase the game so we can all have fun. It was fun while it lasted. To elaborate on the context, nothing bad has actually happened aside from me having in an interests in command blocks(a block that allow me to execute complex commands) and crashing the server in the process of my experiments. I also corrupted the server file and having the restart everything from square one. As of now I am still playing Minecraft in the 1.15.2 update in a fully functional server ran by me. Everything is perfectly okay aside the fact that none of my friends now trust me with admin status.
For the past few weeks I have been working with 3dx Max extensively. I have been creating multiple assets for assignments and later compose them all into a small 3d animation before the 3rd quarters end. These past few weeks was a bit slow, and actually quite tedious. I have lost all of my patience and motivation to do any of the work but I manage to push through despite the school computers being an absolute ball of Chlamydia. I was finished and done with 3ds Max, and I've been hating it for these past weeks. But that won't be matter anymore. I've made some artwork in Photoshop and free-hand pictures in illustrator. I have also been working on a video project. After making those things, I feel an increasing urge to keep producing more and more content. I realized that I have been wanting to use these programs after a while. Letting dust sitting on these programs was my mistake, I love compositing pictures and making arts in Photoshop and Illustrator. I also love video editing. Now I feel like I should produce content that I love making more often to keep my motivation up so it's easier to do work and keep pushing through the year.
As of now, we are still learning about advanced modelling techniques. We have gone through compound objects, surface modelling concepts, and now we just finished working with parametric modelling. Most of the work I have done so far hasn't been hard, some just take time to complete while other are just flat out tedious to finished. I feel like I have made very little progress with my modelling skills even though this DDAII is focused on 3D modelling. Compared to the end of DDAI and this year, my 3D work has an extremely low production quality. I find all of my work somewhat comedic and a little pathetic, they always feel incomplete. I don't expect myself to be producing or be able to produce professional-grade modelling but, I feel like I can do a tad bit better. I hoped to improve my 3d modelling skill enough that I can at least be proud at one of them.
To elaborate more on my previous post, I will talk about my personal experience with vector graphics. For the past three months I have been messing around and recreating images inside Adobe Illustrator and Infinite Design on my mobile and computer. I would spend hours recreating images I've taken throughout the years with a custom art brush in Illustrator. I am still trying my best to improve and getting better with my line arts and shading. Here is one of my earliest artwork I've made in Illustrator. This wasn't the best thing to look at, my line art was very rough and disconnected. On top of that, I also used the one of the default brushes presets in Illustrator. I think I could say my line art has definitely gotten quite better in the past three months. Here's one of my recent artwork. My line art is much better now, they are connected and significantly less rough. I learned to give my line art tapering, which in my opinion, makes things one thousand times better. My tapering can definitely be improve more ,but I am doing fine for now.
As you might have already known, vector graphics consist of math equations which are then translated to points. These points are then connected by paths, which are basically lines and curves. Vector graphics are resolution-independent, which means that the image will always stay clear even after it has re-scaled, unlike bitmaps, which becomes very pixelated after being re-scaled. Vector graphics don't support as much color variations as bitmaps, which means that detailed images aren't the best thing to make. Vector graphics are more common for designing fonts and logos. To me, Vector arts and graphics are extremely visually appealing. The flat and materialistic designs are simplistic, modern, and are easy to look at. I personally prefer vector graphics more than bitmaps because it looks pleasing and easy to scale up or down.
Over the past several weeks I have been working with many compound objects in 3dx Max for my assignments. Some of those were ProBoolean/Boolean, Procutter, Loft, and Blobmesh. After playing and messing around with those compound objects, I could say some of them are more useful than others. Aside from the usefulness of the compound objects, some of them are also more fun to use than others. Starting off with utility and productivity, I would say ProBoolean/Boolean are the most useful compound objects compared to others. ProBoolean/Boolean allows me to group multiple objects into one. This is pretty useful since grouping them into one reduces polygon counts, object lists, and production time. This saves a lot of time and resources. In addition to the grouping, ProBoolean/Boolean also allows me to apply operations to the operands (The original objects). Here are some examples of the operations:
ProBoolean/Boolean is the most useful compound object because it has all these abilities at disposal. Now with that the useful stuff aside, let's get into the fun stuff. The compound object that earned the spot for being the most fun to use is definitely lofting. Lofting allows me to create 3d shapes based on the path and shapes of a splines. Here's an example of lofting: Lofting would surely allows me to create a some complex and complicated shapes. Beside that, this compound objects will definitely contributed to some questionable shapes and artworks. In Conclusion:
In DDA II, have recently learned about compound primitive called Boolean/ProBoolean in Autodesk 3ds Max. There's many things I can do with this tool but the two main things I have messed with are union and subtracting. Making a union basically means combining multiple objects into a single object. Subtracting allows me to remove the intersecting portions of an object that was first selected. I find this tool very useful since it is great for saving me lots of time from having to manually combining objects together or having to sculpted out or carving polygons just to get that one specific shapes. This tool will becomes quite handy to me in the future
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AuthorHi, I'm Thanakorn. This is my blog where I reflect on my work from Game Design :) Archives
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