When making my first POL (proof of learning) I thought it would be a lot harder than it actually was. I had very clear and well written instructions which I was thankful for, going from units A-E I will talk about each one. Unit A was our first one which we were tasked to update a resume and talk about the importance of criticism. For unit B it was focused more on modeling which we had started on at the beginning of the year, this was very useful because t had helped me remember old tricks that I had forgotten about in modeling. The simulation was extra credit when we first went through the unit so I went back and learned how to use the cloth modifier to make a nice looking table cloth, this was a nice tool to learn and I'm happy I went back to redo it. For unit C we had to talk about textures and mapping which was my favorite unit so far, for example on the barrel scene I felt very accomplished seeing my work and how it changed the scene completely. The next thing we had to talk about was lighting. Going back into lighting now knowing more about it I felt like I could do a lot better on the assignments and want to learn to use better lighting this summer. Unit D was the most recent one so not much happened with remembering how to do old tricks and I felt pretty good about my turntable so not much to say there. Overall making a proof of learning was good fun and helped me remember some tricks I should know.
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When working on the turntable animation I had ran into a few problems with key frames and the camera movement that I had learned how to fix. Fixing a camera onto a circle spline was a smart idea and worked very well. When I had pressed play everything was going fine until I went to render it and nothing was happening, I found out that I had problems with my key frames, and I would have to use auto key and manually place my key frames down for the animation to look smooth. A problem I ran into during this was when I had the final one trying to match up with the first to make it one smooth loop for multiple loops I had been putting the coordinate to far so after it got to a certain point the camera would back track to the beginning instead of continuing forward. So after copy and posting the cords I had solved everything and put it into Premier Pro and got it all looking and working well.
Lighting in 3ds max is really nice and messing around with it seems really enjoyable and can really change up the mood and atmosphere of a scene. The spot lights are my favorite so far they are the easiest to manipulate with the falloff and the center point. Being able to manipulate the colors of the light to change the mood and atmosphere. The omni light is nice for lighting up smaller areas while the directional is good to focus on something in particular. Lighting can easily change the entire mood of a scene as I saw while using the lighting in my table scene when i made it a light red or a grey like color it changed it completely. Overall using lights is really nice and Im excited to master them soon.
When I first started playing borderlands I was playing alone, the game was funny and had some nice gameplay but playing with friends made it way more enjoyable. It was easily worth the amount of money I spent on it since its an old game it goes on sale a lot and I got it for around 5 dollars. The story and side missions were all enjoyable and had a lot of enjoyable moments. I would easily recommend this game to anyone to play with some friends. The plot was there and definitely good with twists and plot points that really changed it up and were surprising the first time playing the game. The gameplay was pretty fun with tons of different weapons to change up the game play that were each unique. It was super goofy and had a lot of jokes but also some sad moments with deaths. The visuals are really nice and fit the genre well and make the scenes look really good. The animation was smooth and everyone was polished for a game that came out in 2014. The Hud was well organized and the leveling up was nice getting a skill point every level can really change up the game and how it is played. In conclusion I would give this a 10/10 and recommend it to anyone.
This project was a very difficult one for me since there were multiple steps where I think I messed up and had a rough time with it. When starting I had measured everything out properly. When I did the UVW map layout and I took it to Photoshop but the dimensions were messed up and it didn't come out properly at all. The sizes were messed up and the black space was still in it and I was having a rough time with it.
The daylight systems and cloth was very fun for me to mess around with and it is a cool tool to learn. It was difficult at first and I needed to watch the tutorial a few times over and it definitely helped a lot. The idea of lighting is really cool and even though I cant really use it to well yet I really like to learn it. The whole area got blacked out and it made it weird to use. The sun daylight system was way easier to use because it never made my scene bug out and act weird. Overall I hope to learn more about how to use them properly and use it to make good lighting.
Learning the how to really use the material editor I feel like will be a huge help since there is so much to do with it. It is a pretty easy tool to use and is fun to use and mess around with. The interface is nice and easy to use and you can preview the way materials look before finishing. There are tons of different types of maps and materials you can use like the bitmap where you can use your own files to put them into the piece and have it show up in the rendering, The layout is simple to use and between the two modes the map one is my favorite since its easier to use and more layed out, Overall I think the material editor will be a big help.
. This has got to be on e of my favorite projects we have done in this class. First making the actual mech was easy but also taught me new skills in 3ds max like how to work with different primitives and how to better use the extrude tool to add some more details. The first few steps were pretty simple just using turbo smooth and ffd 4x4x4 to make it look more droopy to show a pilot space. After that I made the legs by extending out the ends of the primitive and extruding it. What made me enjoy this so much was putting it into photo shop and placing what I made into the real world. I had to change it to have 4 different positions and put it in different areas of my neighborhood. Overall this was a really fun project and I liked doing it and learned new things for it.
HADES is an indie rouge lite game based in the underworld of Greek mythology . You play as zagreus the son of hades trying to escape the Greek underworld as you go up higher to the top until you reach the overworld. Each level is very different from one another from the art and level design to the enemies and the attacks they use. The art design is beautiful with everything being very flushed out and detailed and all the animation is very fluid. The re playability in this game like most rouge likes is of the charts and as you play and the more you die you can slowly upgrade yourself until what used to be hard becomes way easier and you get further. The game can get pretty difficult during some boss fights or when you are on a new floor for the first time so it can get pretty intense, there's a few moments that had my heart racing while playing. This game is really good and has tons of unique voice lines and interaction for each dialogue and its quite rare to hear the same twice, with a pretty solid story I have to say this game is a gem for sure, Overall I would give this game a 9/10
When working with compound objects there are a few important ones that I like to work with, These being pro Boolean terrain and scatter because there the ones I am most familiar with. Using the scatter tool can make it to where you can spread one object across an entire area if that's what you want to do this is useful right now when I need to spread rocks across my scene and when I scatter desert plants across the ravine or the floor. Using pro Boolean can be used for the subtraction part where you can cut out shapes into other shapes and make something like dents in certain spots. Then using the terrain tool allows to create a custom type of build to make whatever you want like mountains or hills. Overall I think that learning how to use these tools is going to be a huge help and I will get better with it the more I use it.
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AuthorMy name is Jared Lowe and i'm a student at Durham School if the Arts in the game design concentration. Categories
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