For the past few weeks, we have been using 3ds Max. 3ds Max is fairly easy to use the program, but it takes longer to open on our machines. We were using UVW maps to complete a few assignments. The first assignment had two parts, a tutorial, and a mastery demonstration. In the first part, we were supposed to make a low poly column using UVW, by following a tutorial. For the second part, we had to make an Aztec temple and texture it. I didn’t finish the low poly column but didn’t have to because we got rid of that assignment. We then moved onto an assignment that didn’t have anything to do with low poly modeling. In that assignment, we had to make two boxes. We used UVW and the Slate Material Editor for both. For the first box, we followed a tutorial. For the second, we had to sketch and take pictures of a box. We then modeled a box in 3ds and put the pictures on it. We had a third assignment that I didn’t get to, but I have a picture of the logo for the mastery demonstration that I would have used.
The biggest struggle I experienced was trying to use UVW maps. UVW is complicated because there are a lot of things that you can do with it. In the 3ds, there are two different UVW modifiers: UVW Map and Unwrap UVW. I tried using both on my last assignment and didn’t do what I wanted it to do. I didn’t really see a difference in my render when I used UVW and when I didn’t. I liked that 3ds Max has a lot of options that you can choose from to model with. I liked the box assignment better than the column. 3DS Max:
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A few weeks ago, I started working on a 3d modeling assignment. The assignment was to build a low poly column and make an Aztec temple. While working on the tutorial, I realized that I didn’t fully understand the reasoning behind wanting the lowest poly count. To learn more about low poly modeling, I researched how to create better low poly models. I found an article called The secrets to successful geometric low-poly art on 99designs. Even though this article isn’t specific to low poly modeling, I found it very interesting that you could make low poly art and I believe that it can still relate to low poly modeling. The article had six factors that you have to consider when making low poly art. The first factor was to figure out the source material that the design would be based on. The second factor is to figure out what shape you are going to use in your piece. Each shape will make your design different. I think that the third fator, symmetry, is the coolest. Symmetry can make your design really cool. The last three are very important. Figuring there or not your doing 2D or 3D is just as important as deciding on the context of your design and the details of it. I found an article specifically about low poly modeling on Professional Papervision3D Book called 12 Tips on Creating Low Polygon Models. The article had twelve tips to create low poly models. There were a few that I thought were the most informational. The first one was tip one, which was to simplify geometry to reduce the face count. Using images instead of trying to model the exact image will keep the poly count low. Another tip was to use signals faces. One thing that I learned to color small structures instead of using a texture. I found a really important tip which was about being careful about amount of details. The article said that you should be aware of where the viewer would be looking. If you know where the viewer is gonna look, you will know whether or not you actually have to detail it. They also pointed out to be aware of your poly count, which you can do in 3ds. So basically the easiest way to make low poly models is to keep it simple and not to go overboard. Things to remember
“12 Tips on Creating Low Polygon Models.” Professional Papervision3D Book, 1 Apr. 2009, professionalpapervision.wordpress.com/2009/04/01/12-tips-on-creating-low-polygon-models/.
Ellison, Kaitlyn. “The Secrets to Successful Geometric Low-Poly Art.” 99designs, 99designs, 5 Jan. 2016, 99designs.com/blog/tips/the-secrets-to-successful-geometric-low-poly-art/. As you may or may not know, I have finally finished my rigging assignment. I had been stuck on it for about two weeks, but now I’m having trouble on the next assignment, animating. The kind of animations we are making is different then how we did them last year. Last year we used just the auto keys animation tools, but this year we are using the MassFX tools. The MassFX tools include rigid bodies. I’m in the process of learning how to use rigid bodies, so I went to the 3DS Max website to learn more about rigid bodies.
According to the Rigid Body Overview article, a rigid body is an object that doesn't change its size or shape. I learned that constraints are used for joined rigid bodies. There are three types of rigid bodies: dynamic, static, and kinematic. The default rigid body is kinematic, but it can be changed at any time. Kinematic rigid bodies are objects that are moved by the animation. They can’t move objects, but can be moved. They don’t support concave physical shapes. Dynamic rigid bodies can touch and move other objects, while also be moved by those objects. Like kinematic rigid bodies, they can’t use concave physical shapes, but they can simulate concavity. Static rigid bodies aren’t used to animate because they aren’t animatable. I learned that static rigid bodies are better for optimization and are the only one of the three bodies that can actually use a concave physical shape. Things about Rigid Bodies:
“Rigid Body Overview.” Autodesk Support & Learning, knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-E8ED96F1-1F64-4EE3-944C-586B70CE0C54-htm.html. “3ds Max | 3D Modeling, Animation & Rendering Software | Autodesk.” Autodesk 2D and 3D Design and Engineering Software, www.autodesk.com/products/3ds-max/overview. So we have finally started 3D modeling again, but this time we aren’t using 3Ds Max. We are using Adobe Fuse and Photoshop. Adobe Fuse is more for character modeling than modeling objects and animating. I have never used Fuse before so I wanted to take time to learn how to use it, since my computer is giving me some trouble with the program. Learning about this program may help me solve my issues and make it so that I can determine if the issue is on my part or the computer.
I found an article on how to use Adobe Fuse on Tutsplus that gives a step by step process in how to use it to create a character. I learned that once you have customize your character you can move it into Photoshop and animate it. When you first make your character you have many options in the assemble section. Their you can find heads, torsus, legs, and arms to pick from. You can go into the customize sections and more indepthly customize the body parts. In the clothing section you will find hair, hats, and accessories. I learned that even those can be customized. The characters don’t really have facial expressions, but you can edit the face with the mood controls, which give it some expression. I learned that you can edit the skin tone, make the eyes into a feline shape, and even make veins visible. If I had more time and my computer wasn’t closing the program every 2 minutes, I would have played around with this more. You can look at my 3D character, Ariel, on my selected works page. Things you can do with Fuse:
“How to Use Adobe Fuse.” Design & Illustration Envato Tuts , design.tutsplus.com/articles/how-to-use-adobe-fuse--cms-26108. So, as I got farther into the project, I needed to do more than just my prototyping. I needed to actually produce my product, which was the 3D models. Last year we spend the last half of the year 3D modeling. I admit that I struggled a bit. So for this project, I decided to enrich my knowledge. This project is very important and I want to increase my 3D modeling skill and make my models great for the project. 3D modeling is very important skill to have in any game field, because you never know when it may be needed.
Since I don’t have 3Ds Max at home I searched the internet for some tutorials or articles on how to improve my skills. I came upon a site, which I used a couple years ago for my assessment to get into the Game Design pathways. The site, TinkerCad, had some tutorials in which I did. They were mainly for their site and didn’t apply to 3D modeling in general, but I did notice that the movement controls were similar to 3DS Max’s. I didn’t feel that they applied to what I’m working on in class, so I searched some more for an actual article. I found an article on 3D Horse that had creative ways to improve your 3D modeling skills. I learned some interesting information. According to the article, you can use the text tool to create shapes and curves, which I didn’t think was possible. I don't know if it works in 3Ds Max though. They also said that something that really helps is to study the anatomy of what you're creating. I learned that you should just use the orthographic camera viewport, so you don’t lose your model. Also a good piece of advice they had was if you have a complicated design, that you should divide your model into small pieces. One piece that really caught my attention and that I may try in the distant future if 3Ds Max has this feature is to turn on the Backface Culling, which apparently speeds up the viewport. Helpful Hints for 3D Modeling:
Works Cited “10 Creative Ways You Can Improve Your 3D Modeling Skills.” 3D Horse, www.3dhorse.com/blogs/3d/10-creative-ways-you-can-improve-your-3d-modeling-skills. “Learn.” Tinkercad, www.tinkercad.com/learn/. |
AuthorI'm a student at Durham School of the Arts, and currently in the Game Art Design pathway. I like playing the Sims 4, playing with dogs, and riding horses. This blog will reflect my learning and discoveries. Archives
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