This week I finally came around to doing a fluid tutorial at home. The fluid systems in 3ds max 2018 are a lot of fun to play with because of how easy it is to set up very good looking water systems. The only problem with the fluid system in 3ds max is that you have to simulation the animation twice, once for the particles, then for the mesh that is laid on top of the particles to give the water it's 3d shape. These two simulation can easily take as long as some animation renders, so this can be taxing on some computers or will just take long amounts of time. The only problem I cam across with the fluid was actually time because both simulations took me about 1 hour at my home computer and then the render took 3 hours for a three second animation. Lucky I just turned off my monitors and just had my computer render the animation over night. These tutorials are fun little things I can do while like doing homework and just wait for simulations or renders running in the background. At school I'm going to start working on texturing again and using sub-object texturing to make more complex textures using bitmaps and wrapping and un-wrapping textures and maybe get back into UVW texturing wrapping. Next Weeks Goals:
-Work on texturing at school -Finish next fluid system tutorial at home
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Human Fall Flat is a one to four player Co-op, 3rd person, puzzle game that focus on physics based and climbing puzzles. The game was fun and introduces you to each level by dropping your character into the world and falling flat on your face. Each level has its own theme and puts the player into a new world each level and the player must work through the level solving puzzles and jumping obstacles to complete the level. I played through the game in one setting with a group for friends and from start to finish including a small break for food took 5 hours. Considering this was each of our first time playing the game and none of use were too good at puzzle games we had hoped to have a little bit more of game time, but we enjoyed every minute of game play. One thing to say about our play through because of us having multiple people we were able to cheese our way though some puzzles by having more than one set of arms. Also due to how the checkpoint system in Human Fall Flat only requires one person to reach the checkpoint for all players in the game to get the check point there wasn't any real punishment for trying to cheese some puzzles. Also the fact of each of us had bought the game during the steam winter sell, so we were able to buy the game for 60% off which helped a bunch. Overall we had wished that there was more maps and maybe Steam Workshop integration allowing users to create maps for us to try, but sadly that feature has yet to be added but overall the game was a lot of fun to play with friends.
over the past week my goal was to work in 3ds max and work with fluids or try to make water with in 3ds. I first tried doing so with the mCloth modifier and ended up going thos route but realized to little to late that this wouldn’t get me the result I wanted. The struggles I faced in used the modifier was there being a lot of small little detail changes that you can make within the modifier that make it hard for me to get exactly what a want. After lots of fiddleing I finally got something close to want I wanted but was close to the original plan of mine. Overall I think what I came up with isn’t my best work but I think it allowed to relearn how to use the cloth modifier again and put it into the physics engine and see how it is affected. Next weeks goal:
-work on multi sub object texturing I have always wanted to learn how to make a water system within 3ds after learning about particle systems and making pseudo rain with particle systems raining little blue spheres. I recently ran across some tutorials by the Autodesk 3ds Max Learning Channel on YouTube. Learning the ways that I can modify the liquid is fun and cool to finally be able to make fluid systems in 3ds. The only problem is the fluids require lots of CPU power and simulation time and render time. Because before you can render the animation you have to render the particles then you have to render the mesh made up of the particles, and depending on how many voxels you assign to be rendered in the particle mesh. Subsequently the time to make animations take lots of time to complete but the finial product is very cool and easy to make, but only takes time.
This week was a struggle for me with working in 3ds max. For two days out of the week I was not able to spend anytime on 3ds max due to the computers not loading 3ds at all during a 50 minute class period which aggravated me. Though these struggles persisted I was able to spend the little bit of time I had and decide what I want to do next as a animation project in the MassFX engine within 3ds max. While messing around with dropping other standard shapes with the flex modifier on them I discovered that by dropping a sphere with these modifiers and landing into a flat collision force then it looks very similar to a droplet of water being dropped into a pool of water and I have been wanting to make water in 3ds max for some time now and this is going to allow me to finally learn about making water in 3ds max. Next Weeks Goals:
-Learn to make water in 3ds max -Start making water drop scene This week I worked on the basic jello animation and finished and rendered it. The animation over all turned out good in my opinion other than there being little to see it shows good use of the flex modifier and lighting techniques. The challenges I can across were with the lighting and trying to have the shimmer effect that is present in the animation due to me hacking to switch around render settings and types of lighting and the editing the lights themselves, but after all of that was said and done the animation was complete and ready to be rendered and I ran into no other issues for this animation. The only reason this animation tools me so long is because I wanted to spend some time and learn all of the modifications that can be made in the flex modifier because I want to apply this to a more complex shape and have it do more fun and complex things in an animation. Also in this animation I hope to find some way to expand on the idea of the object being gelatinous and have an jello cube be dropped on another object then have the jello cube suck another object while still holding it's shape. Goals for next week:
-Start making scene for new flex animation |
AuthorIm a student at Durham School of the Arts Highschool in Durham North Carolina . I love playing video games and enjoy useing digital artwork as a platform to display information more efficiently, I also enjoy industrial photography and camping. Archives
May 2018
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