Table of Contents
- Unit A - Professionalism
- Unit B - Advanced Modeling
- Unit C - Shaders & Renderers
- Unit D - Lighting
- Unit E - Cameras
- Conclusion
Unit A
When it comes to working with other people, it is important to give and receive feedback because not only does it help yourself, but it also help with other people when it comes to their work. Receiving feedback from people in your group, or in general, it helps you have a better understanding on what it is you need to fix or to have changed. When you are giving a feedback to people, it helps them know you see a flaw and can help them out change it or fix it. Also when giving feedback, you are also being a good person helping to other people that need helps.
Unit B
Advance modeling in 3D Max comes with learning Compound Objects, Surface modeling, and Parametric modeling. Compound objects are the models that are made together, or are made separate, this are all tools, not physical objects. ProCutter, BlobMesh, Loft Sweep, Scatter, Terrain are tools of compound objects. RpoCutter lets someone perform Boolean operations, BlobMesh creates set of spheres that can be connected as if it was made of a soft, liquid substance, Loft is creating shape objects to serve as a path and any numbers of cross-sectional shapes, Sweep is a modifer which is similar to lofting that combines two splines to create custom shape, Scatter allows one person to randomly distrbute one object across the surface of a second object, Terrain creates planet surfaces from contour-line data.
Surface Modeling are techinques that digtial artists can use on their models but to create more realistic models. In Surface Modeling they have Vertex, Edge, Border, Polygon and Element. Vertex is a single point in the 3D space, Edge is the straight or curved line that connects two vertices in a mesh object or spline, Border allows the user to select a sequence of edges that vorders a hole in the mesh, Polygon is a closed sequence of three or more edges, Element refers to an object's entire mesh. Parametric Modeling is a term used to describe a dimensions ability to chnage the shape of model geometry as soon as the dimension value is modified.
Surface Modeling are techinques that digtial artists can use on their models but to create more realistic models. In Surface Modeling they have Vertex, Edge, Border, Polygon and Element. Vertex is a single point in the 3D space, Edge is the straight or curved line that connects two vertices in a mesh object or spline, Border allows the user to select a sequence of edges that vorders a hole in the mesh, Polygon is a closed sequence of three or more edges, Element refers to an object's entire mesh. Parametric Modeling is a term used to describe a dimensions ability to chnage the shape of model geometry as soon as the dimension value is modified.
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When I made these photos, I've noticed that when playing around with the objects and learning the skills, objects can be used as from realistic items, as like the second photo I can make a bowl.
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Simulations are the daytime changes like in real life that can be changed manually, and change it to where ever you want the time can be, even in your home city. Stimulations is the daylight light, and when setting up, and rendered the photo using a camera as well or even as a perceptive, the model will have shadows, that is based on where the sun is pointing at. Particles can be used in variety of animation tasks, can be used as snowstorm, water, or explosions. The forces are used to affect the particle system, it helps create effects of waves, blowing wind.
Unit C
When it comes to creating modeling, it is important to have the models with perfect textures and not just the color that it is when you created it. When it comes to like making cities or a player model, using either the bitmap or the UV texturing will help out as those are the textures that a person made and it will be placed on the model. The bitmap will be like the box down below, it will only be used only the texture on the texture. The UV texture is taking the layout of the model and adding colors and other stuff onto the layout and adding it to the model and it will be changed.
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When I was making all of these photos, it made me keep the idea that all texture have to be edited, like the wall photo that is the first photo shown, all the texture has to be edited to be more natural, realistic, like a real life photo will see.
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When it comes to rendering, there a few render objects that are not able to render the modeling. The most used render option used is the default render, which is the Scanline, Quicksilver uses hardware, the CPU and GPU, to quickly produce a rendering, ART a fast physically-based renderer which is ideal for Architectural, Product, and Industrial design, NVIDIA iray creates physically accurate renderings by tracing light paths, NVIDIA Mental Ray general purpose render that generate physically correct simulations, Arnold advanced cross-platform rendering library often used for film, tv and animation.(Arnold is only available to use for the 2018 3D Max) All of these are used when rendering when using specific items that again cannot be used with other rendering or when using the default rendering, scanline. For example using lights in 3D Max, instead of using scanline, it is best to use the Quicksilver rendering option.
Unit D
In video games, it is important to have proper lightning and shadows because the light and shadow affect on how one's gameplay is. With the light it shows the area of the map, and it gives a good wide vision of how a person see's there surrounding, its good to have this as it has a balance on how one person can see. The lightning has to also be placed in a perfect angle to cast a shadow on the model, and how high one it is. If the angle is at the the low angle, the shadow will be cast longer, and if the lights angle is cast higher, the shadow will cast longer.
I learn when making these model,, in the first photo we can combine 3 lights, while using 3 different lights for each camera, all of them can be used on the same model and it won't change much of the model color.
Unit E
Working with the camera in 3D Max I've learn a good amount about how to use it properly. When using camera, the settings have to perfect but along with that, the camera movement and angle also needs to be perfect. Having a good angle means a lot for games, and even in movies, it gives a good view one what is going up, as if there is something looking down, it will be a high angle, if it was to see a whole area, it will be bird eye view, to see at a lower angle it will be at a worm's eye view. If it is to see from a person view, it will be from the point of view(pov). These will help out as it can describe what's going on, as a story or in a sitaution.
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When I started using cameras at first I thought it would be difficult, but learning more of it I find easy, especially when it comes to using it as a video, what I learn most important with using camera, I need to find a good angle of where to place the camera, and how close or how far a camera must be.
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Conclusion
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This Video is closing of this Prove of Learning where I tell everything from start to finish, I love doing digital design and I will continue on being on either a class or a team.
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