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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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. |
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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