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.
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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:
It has been several weeks since I've gotten to work with modelling in 3ds Max. Besides working with basic primitives, I have been manipulating subobjects, working with modifiers and adding materials to textured some of my models. As you might know from my previous blog post, my experience with 3d Modelling has been very easy. After multiple weeks of working with 3d modelling, the experience was still blissful and smooth. I still think 3d modeling is pretty easy for me. Like I said before, I have been working with subobjects. I would say I am moving away from basic primitives or shapes. I have created more complicated primitives. Here are some of them: Here are some of my previous works that only uses basic primitives: There are differences between some of my works. I have used multiple primitives in order to make a single 3d model (the snowman). On the other hand, I only used a single primitive to create the face and the futuristic world. Besides working with subobjects, I have also gotten to experience the material editors. To be honest I didn't really enjoy the material editors. No matter what I do, the rendered texture would not satisfy me at all. I definitely need to spend more of my time inside the material editors. One of the strange things I have worked with in 3ds Max is Splines. What are splines? Pretty much it's a 2d shape inside a 3d modeling applications. This was very contradicting to me for whatever reason. In conclusion:
3d Modelling has been a breeze for me so far. It is pretty easy for me to do my assignments. I guess my experience from Roblox Studio kind of transfer over to 3ds Max. I hope this unit gets a little more challenging since I have some experience with 3d modelling. I'm certain that 3d modelling can get pretty complicate and challenging. I am not really worried about how I would do with 3d modelling in the future. I have not made anything complicated in 3ds max yet. So far I have only been messing around with basic geometric shapes like spheres and pyramids. Hopefully, I get to mess around with something free formed. 3ds Max interface is significantly more complicated than that of Roblox Studio. 3ds Max has tools that are pretty useful such as the extrude tool. I haven't gone through all of the tabs but I think I got the hang of the interface for now. I kind of wish the interface was a little bit more simplified. This unit will definitely help me make custom models to use in a game. What I enjoy about this unit is the fact that I could create anything. What I've done in class so far kind of making me feel a little bit excited for the future. Here are some of my work: As stated before, I have only had the chance to be messing around with very basic shapes hence why my work is quite basic and simple. In conclusion:
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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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