DDA-II
Personal Reflection 3ds Max / Photoshop So, for this reflection, I'm gonna talk about the product I made for "Halfway there." The way I made it, it was purposefully meant to be simplistic because of the fact that I wanted the environment to seem barren and dark, as if there was nothing to do and nowhere to go. This darkness also meant that, at the expense of the fun of making a body and stuff, you could only see the face of the monstrosity barely lit by the candle on the table. The monster has human eyes because it is meant to represent humans, and its lack of a mouth is meant to show a lack of input or control over the chaos that is occurring just outside of the concrete walls. I think that's a pretty good summary and explanation of the piece's symbolism, so I'll go ahead and end the reflection here. See you next time!
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DDA-II
Personal Reflection 3ds Max So, we just started learning about material editors after learning briefly about things like Daylight systems, Movement Patterns, and simulating cloth. I must say that it feels like things have gotten complicated in a hurry. However, the material editor is a little easier to keep a grasp on, so as far as I can tell, I don't think this part of the learning process should be all that hard, since we've already had to use the material editor multiple times, and we're just learning more stuff on it. Anyway, I don't really have much more to say, so I'll just go now. See ya later! |
AuthorHello! I'm Alex, or John. I already told you quite a bit about myself in the About Me Page, so I won't say too much here. I'll just say that I like to do things like roleplay, make concepts for characters and stuff like that, and overall like to do things that require visual things, like drawing. Archives
January 2023
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