This quarter I began learning 3D modeling in 3ds Max 2024, and through this I learned multiple skills in this program. From different tools and shapes such as compound objects and lofts, to shaping said objects through box modeling and editing parts of the poly I learned how to create and shape moderately complex objects. The addition of modifiers such as Noise, Taper, and Bend, allowed me to learned ways to quickly alter shapes and make them look more natural. My art throughout this quarter shows my growth from simple, unaltered primitives to more complex and detailed models that look more realistic. While there were certain exercises I liked less than others, such as the spaceship with more advanced surface modeling, I believe that everything I have done in this quarter has helped me grow my skillset in 3ds Max. I took this class as a way to learn digital modeling, and through what I have learned so far, I have realized that I have a love for this medium of art, and I would like to continue to learn more about this medium, likely through college classes, and possibly in future careers. I believe that I have made a large amount of progress this quarter, and while I certainly wouldn't call myself proficient in modeling I hope to expand my skill set and create more and more complex and visually appealing models.
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For this project I wanted to create a fantasy-esque forest scene with a large center focus, which ended up being the castle. The model that I created for this project was an alpaca, which I tried to blend with the rest of my scene by using bright colors and a more simplistic style of modeling. I tried to make it look more cute and toy-like to better match the castle, which is based off of a toy set itself. I largely relied on manipulating the vertices of my models when shaping them, but insetting and extruding certain faces was very helpful when it came to large protrusions such as the alpacas neck and legs. Using modifiers such as Bend and Symmetry allowed me to create a more cohesive model with more movement. I experimented with the Bend modifier a lot when it came to the alpaca's legs and neck to keep it from looking too stiff. I feel like with more time I could definitely refine my models and my scene to make it more cohesive, but I am proud of where it is at the moment, and I feel like it is cohesive enough. This was another independent project I chose to challenge myself on by not using a reference image or tutorial. This model was mainly created using box modeling, with the words being made by using the loft tool on lines. After this project I hope we will eventually be taught how to paint or texture models, because I had to add several extra separate primitives to this model because of all the different colors and objects present in the model, such as the bottom of the inside of the vending machine being a separate grey shape. Additionally I added a previous model I had made, the seal, to the scene.
This was a project that was created without a tutorial or reference image. While modeling this I used multiple tools that we learned in class that I wanted more practice with, such as the loft tool and box modeling. In addition to this I used a new modifier; the Stretch modifier to help create the chains the lantern hangs from. While I did attempt to get the "glass" part of the lantern to render as clear, I was unsuccessful and decided to focus on other areas where the lantern could be improved at the time.
This was an independent project that I used to challenge myself by not relying on a reference, as seals are an animal that I have drawn multiple times in the past, and I wanted to see if I could translate that into a 3D medium. I enjoyed the challenge of shaping something organic from a rigid object, which I did through box modeling. The eyes, nose, whiskers, and front flippers are their own separate primitives but the main body of the seal is a single primitive. I used very few modifiers on this model, just the Mesh Smooth and Symmetry modifiers to round out the body and maintain equal proportions. This project began with me modeling several variations of mushrooms, rocks, and flowers after I had been given tutorials for a simple base model of each. I really enjoyed the freedom I had while creating variations of mushrooms and flowers, as well as working slightly more with color. Learning and Working with the Array tool while modeling the flowers was the most difficult part of this project for me, mainly due to me not being able to recognize which axis I wanted it to work on. Learning how to make models more realistic by using the noise modifier is definitely useful for creating more professional models, which is a good skill for if I want to go into a field that requires 3D modeling. While I really enjoyed this lesson I look forward to learning how to texture models to make scenes more cohesive and realistic. For this project I was given a tutorial for the first iteration of the space ship as a way to develop more complex surface modeling skills. In addition to these more in depth explanations of processes such as indentation when surface modeling, I also gained a better understanding of certain modifiers, the symmetry modifier being most prevalent. Afterwards I had free reign to alter the model to make it even more complex. The most difficult part of this for me was creating more shapes from increasingly smaller surfaces. Learning more complex surface modeling allows to me to create models that are increasingly detailed, which is useful if I want to go into a career that involves modeling. |
Disclaimer StatementThe views and opinions expressed in this blog are solely those of the author and do not represent those of Chapel Hill HS or Chapel Hill-Carrboro City Schools. CategoriesArchives
April 2024
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