Overall, UVW mapping is much easier than I initially expected it to be. I expected that you would have to create the faces of the box attached to each other and literally wrap it around the box in 3ds Max. The hardest parts were taking the pictures at the right angle. Even though the distances don't have to be exactly the same, the angles that you take the pictures at change for every face if you aren't using a cube. Working in the compact material editor was faster at first but it started getting confusing navigating around the interface. Another part that was confusing was getting the correct polygon ID on the right face of the box. This had me confused for a good 20 minutes until I realized how to use it. The cube and sphere preview on the material editor had me a little bit confused and I still don't understand the use for it. A new useful thing I learned is how to apply a multi-sub object material to an object. This makes it a lot easier to make faces for a object instead of creating 6 different materials. I like UVW mapping a lot less than I did when I started, mainly because of the picture taking and because I thought we would be able to make a mesh to actually wrap around a box.
-John Hempstead
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Simulations in 3ds Max are a feature in where you can set up certain elements and forces in a scene and see how itr plays out. Simulate basically creates this situation so you can play it back again. So far, I am loving simulations and how they work. Part of it is watching the smooth animation after you are done, but most of it is getting to set up the environment and seeing how it plays out. So far, this is the most fun thing I have done in 3ds Max and possibly this class as a whole. The most difficult thing about simulations is having cloth tear on sharp edges. I'm still trying to work out how smooth I need to make an object to keep it from tearing. I think that creating simulations including cloth movement in particular is a very lengthy process that I have yet to memorize. Right now, I am just testing out things and pressing buttons until I get what I want so of course it will take a while. A lot of game design careers require this skill and this is the very basic form of animation. Simulations are the best way to imitate real life conditions. The gravity and wind effects in the forces tab are tools I associate with simulations. You can even exclude which forces you want to act on an object. Just try and try again. I currently do not have any work completed to show simulations. I can't wait to start working on the new assignments that focus on simulations and force elements.
-Simulations are created in slow motion and you can replay them at the bottom -Simulations open up new time elements in 3ds Max John Hempstead Which one is better? 3ds Max or Maya? In this post, I will be comparing the two programs from what I have researched about them and from what I have used. These are both 3d modeling applications but they are used for different purposes and while they both can accomplish the same things, some tasks are more efficient on one of the programs. First of all, 3ds Max, from what I can tell, is better at architectural design and modeling. There is an option when you first start up 3ds to have a mode specifically for design. You can also tell that it is built for architectural tasks because of some of the options in the create tab. There is a whole category for stairs, and many options within categories like these. Maya is similar to Blender in that it is used for character modeling and more focused on animation. 3ds Max's animation isn't bad in any way but Maya's system is much more intuitive and more efficient. This is so much so that many animators rate Maya as one of the top programs for character modeling, rigging, and animating.
After lots of time searching through 3ds Max portfolio artwork, one caught my eye. This person, Jesse Morgan's portfolio while rather messy, has some amazing artwork modeled on 3ds Max. My one example was the artwork that caught my eye. I believe it is a model of the Sydney Opera House in Australia. What caught my eye about it was how the reflection of the structure was shown clearly and realistically in the rippling water. One thing I think could be done better was contrasting the shadows and lighting more so it seems more like it's out in the open water like the scene shows. Another thing that I find inspiring is the way they use shapes and basic primitives so well to connect them and make more complex shapes. One thing I will do to get closer to this level of proficiency is to work on my placement of objects. I need to think outside the box more if I want to make more complex shapes; some techniques work better than other, so I must learn the different techniques of doing things and then test things out to determine which technique is best for the job. Another thing I could do to get close to this level of proficiency is to experiment some more with cameras and lighting within 3ds Max. I haven't really used these tools that much and a big portion of this artwork relies on shadows, reflections, and lighting. https://damnedlobster.carbonmade.com/projects/5827759 -John Hempstead One thing I've noticed throughout my time in the 3D modeling unit is how much I 3D model like I build lego models. A lot of the time when I follow the instructions on the lego box, it makes for a lot more enjoyable experience while building it and it takes a lot less time towards your desired product. This is similar to 3D modeling for me. I generally prefer to follow a tutorial on how to make a certain object. The one thing wrong with always following instructions is that you never let your creative process kick in. Out of all the successful video game IP's, almost all of them are individual characters which you cannot create following a tutorial. This leads me to my next point which is that you can do so much more with original ideas and concepts once you get your finished product. It will take longer to get your finished product, but you will have a lot more to do once you are finished and the entire process will be much more enjoyable.
Materials in 3ds Max are textures that add realism to your 3d models and scenes. Material textures contain bitmap information that is wrapped around your 3d model. There are two types of material editors you can choose from. The option that will appear first is the Compact Material Editor which allows you to assign textures that have already been created. The other option is the Slate Material Editor which allows you to design textures yourself. Now I will give some tips and tricks for using Material Editor. In Slate Editor, you are able to animate the textures that you put on your model with controller nodes. This ties in with our new unit on animation. You create this motion the same way that you do with animating the models themselves. You add your material textures by wiring together your texture map around your model.
knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2015/ENU/3DSMax/files/GUID-7B51EF9F-E660-4C10-886C-6F6ADE9E8F56-htm.html Building prototypes in Autodesk 3ds Max is probably very simple for many people, but to create more complex shapes, you're going to have to make use of several different prototypes. Similar to the snowman we did, you must combine multiple prototypes but not always the same type. Let's take a more complex job. Let's try to make a car. First you have to get a rectangular prism prototype and center it. Then you're going to want to make a triangular prism and put it in front of the rectangular prism by first making the Z values equal the same. Then you use the other viewports to align the two prisms on the X and Y axes. Finally, you just add 4 spheres. For aligning the spheres, yoy should match the Z value like before but make the coordinates of the center of the spheres line up with the edge of the car.
-John Hempstead
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AuthorMy name is John Hempstead and this is my blog that will be showcasing what I have learned throughout my time in Fundamentals of Design and Animation. Archives
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