DDA-II
Personal Reflection 3ds Max Since we aren't really going to be learning anything new at the moment, thanks to the fact that Unit F about Rigging and Animation is unfortunately cancelled thanks to the complications of this year, I'll just reflect on the cameras again. As I've started on my personal showreel, the cameras have still decided not to cooperate when working with animation, so the showreel will unfortunately be, for the most part, just images. However, I will try to do the best I can with them, and the cameras are at least helpful with that. One nice perk is that the camera allow to get angles that you wouldn't be able to normally with just the orthographic view. The prime place that I used that was with the canyon, where I placed a light and a camera inside of it so that a photo could get a nice view of the inside of the canyon. The cameras are at least very useful on that front, even if animation doesn't seem to work for me. Well, that's all I really have to say, and this should be the final reflection of the year, so I'll either update during the summer if we have a summer assignment, or whenever we hit next school year. See you all then!
0 Comments
DDA-II
Personal Reflection 3ds Max So we have recently gotten into using cameras in 3ds Max, and they are certainly a new level of material, at least to me. The fact that they actually allow for working animation is pretty cool to me, but so far, they haven't been in favor of me. It's not that they're super difficult to use, I just have been having issues getting some of them to work with the activities and assignments we have to use them for. They are certainly useful, though, and again, the fact that they allow you to animate scenes to an extent is awesome. The amount of different camera angles and movements you can do is also surprisingly diverse, but that just means more opportunity for things to make. Well, that's pretty much all I have to say regarding Cameras, at least at the moment. See you all in what should be the final post for this school year. DDA-II
Personal Reflection 3ds Max So, we have started learning how to do proper lighting. For the most part, my thoughts on it is that it's not actually all that hard. There are a few things I've had troubles with, but overall, lighting doesn't seem like it's all that hard to get the hang of. The amount of types of lights does get me tripped up every now and then, but it really isn't very hard to handle. I don't really have any other things to say, so I'll just cut this post off here. See you next time! DDA-II
Personal Reflection 3ds Max/Photoshop So, we just got done learning about something called UVW Mapping. In all honesty, it is actually super interesting, and fun to try and work with. However, there are also a few things that are an extreme pain with it. The largest place where this was exemplified was probably the UV-Textured Mech. It was not a fun process to UVW Map every individual element in the best possible way. While the seams weren't too much of a problem for most of the things, since they just look like different plates used to make the robot, they are especially a problem on the legs. With the legs having been turbosmoothed and being a very strange collective shape, the texture didn't turn out very well on them. That being said, things went fairly without a hitch for everything else, especially after I gave it a much better overall texture. That's all I really have to say for this Reflection. See you all next time! DDA-!!
Personal Reflection 3ds Max I'm just gonna quickly reflect on the UVW mapping of 3ds Max. To say the least, it is confusing to me. I don't really understand how everything works yet, especially the unfolding. However, I am going to try my best to figure everything out. I don't really have much else to say regarding it yet, so I guess that's all for this reflection. See you all later! 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! 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
Categories
All
|