This week I have been working in the particle editor in making an animation using the particle skinner modifier. With learning this new modifier has had it's challenges for example I have had to learn how to use the data flow editor under the data test event in the the particle viewer. Which seems to be a part of 3Ds Max that hasn't been updated recently due to the quality of the layout within the data flow editor. Also I learned this week the values of saving often so when you forget you have auto key turned on and you make several major changes you can just back up and fix the mistakes instead of having to redo major components in the file. This week has been fun though all of my challenges because this is something that I have wanted to learn how to do since freshman year. Hopefully I will be able to fully finish the animation next week, but here is a render of the animation half done. Next Weeks Goals:
-Finish the animation -Model a skull for animation project
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In 3Ds Max the Default render which is the same render settings that I have been using for the past three years. Over the summer my friend had found out about the ART render settings that are built into 3Ds Max, so no outside pug-ins are required. The difference between the quality of 3Ds Max's standard render settings and the ART's are huge. For example in the ART render settings and after you apply a texture that texture can now have the properties: reflective, and transparent. Twp settings that are no where to be seen on the standard render settings, but this has an added cost of higher render times and more processor power from the computer. The trade off from what I have found in minimal so I will be continuing to use the ART Render settings despite their longer render times.
This week after some time I was able to learn more about spline modeling. Splines are 2D objects that can be modified into 3D objects. For example this week I made a spline line that followed the shape of the chess piece and added a lathe modifier making it a 3D object. The challenges this week were making sure the spline was smooth enough to leave a smooth outside shape for the lathe modifier. Luckily after fiddling around with the modifiers a little bit I was able to come up with this model This weeks goals:
-Particle Skinner -Model for animation This week I was able to create this short animation in 3D Studio Max following the Tutorial by Clint DiClementi. The challenges I faced this week we with finding the settings on which to render this animation that allowed for a high enough quality, but had the ability to be rendered within a reasonable about of time. The render took longer than expected also due to my application of ART rendered materials and lights. This render 3 second video took 3 hours to render. Afterwords I put the animation in premiere with a sound effect to create the video I uploaded to YouTube. This week I wasn't able to get to spline modeling because I started to do more primitive modeling and hope to take all of these tools and concepts together to make an Animation combining all of these skills together. Next Weeks Goals
-Spline Modeling -Particle Skinner -start modeling for animation This week I was able to meet my goals of relearning the veiwport in 3Ds Max and also was able to learn more about turning 2D objects into 3D objects with a video about making a nested dodecahedron by making a dodecahedrons outside shell from 2D to 3D with the shell modifier. I followed along with a video by John Malcolm on YouTube (https://www.youtube.com/watch?v=c-55LauzlAI). Sadly due to the fact of use only having a four day week this week due to Labor Day on Monday and on Friday all seniors went to an assembly I wasn't able to work on working with sub-objects and only had a small amount of compound and polygonal modeling. The challenges I faced this week we when trying to follow the video and forgetting the short cut to select similar selections making the selection process easier, luckily in the video John explained on how to use this short cut. Another problem I faced was with rendering the finial product of the object, when trying to render because of how complex the shape was plus it had a turbosmooth modifier applied to it the render time was increased. In the render the red object is what I started with but just smaller and the blue object is the final product. This Weeks Goals:
-Learn about spline modeling -Learn about using the Particle Flow Monday was the first day of my senior year and this year instead of taking a standard class for game design I got the opportunity to take an independent study and plan my own curriculum and this year my goal is to be able to earn some certifications in the programs I have used during my time at DSA in the GAD pathway. I will try to get a cert in 3Ds Max and maybe a few certs with Adobe products like Photoshop, Illustrator, Audition, and Premiere. The first week i spent my time getting used to school and its flow, but also 3D modeling's flow. This week I decided to learn about a new render called the ART Render which allows for shiny and more reflective textures. Along with having accuses to a bunch of pre-installed high quality textures for things like metals, woods, floors, walls, and many more. I made this simple render showing off some of the new textures. This week gave me little challenge due to the fact of I didn't attempt to do anything I haven't done before other than changing the render settings. The problems I did encountered came mainly from relearning the hotkeys and shortcuts used in 3Ds Max. Next Weeks Agenda
-Work on relearning navigating the veiwport -Work on compound modeling and polygonal modeling -work with sub-objects -work on modeling with 2D shapes/modifiers |
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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