Critiques Reflection Feedback is a huge and very important part of any type of work but I think it would be more important in this profession since others ideas can be a lot of help to a project and can help get rid of bad designs or help improve on the ideas that are already out there, so having an open mind about ideas can really be helpful. While giving advice should be done in a respectful and kind way it can change the project depending on what was changed and the idea that was given. Professional Documents
Unit B-Advanced Modeling
Modeling Reflection - Using Advanced Modeling in the Autodesk 3DS max is the most fun I've had learning this year. Using things like pro Boolean to have subtraction and merging tools. The use of turbo smooth was good for creating a less blocked and a smoother look to the model. The cloth modifier was an interesting piece to show how to make things like bed sheets and table cloths.
The use of Pro Boolean was seen in the "Roll the Dice" project making an indent in the dice to give it the real feel of a dice. The "scatter" tool was seen in the "Compound Objects Project" for scattering cacti and rocks all over the scene to make it seem like a more realistic look to a scene in the old west.
Artifact Models
Simulation/Particles/Forces Reflection
I learned how to use the cloth modifier when working with simulations. It was a good tool to learn to use since it looks really good for things like beds and in this case table cloths. It can be used to make back ground props and daylight simulations can be used to make for good lighting.
Simulation/Particle/Force Artifact -
Here I used learned how to use the cloth modifier and you can see how it makes the table cloth look realistic.
Unit C - Shaders & Renderers
Aesthetics Reflection- I think materials maps and UVs are one of the most important things we have learned this year to make a scene look realistic. Materials can change the entire look of an object when done properly it look amazing. UV maps can ensure this by manipulating the map in a graphic program like Photoshop to make it look good.
Artifact Models -
Renderer Reflection - Rendering Is an important thing because you need the right ones since it determines the way the outcome can look and how some renders can have certain changes to the environment and lighting. Certain renders have certain jobs like the Arnold is photo realistic and based to look realistic while Quicksilver Hardware render is more focused on just making a quick render.
Unit D - Lighting
Lighting and Shadows are a core and very important part of creating the mood in a scene. Mood can change based off the color of a mood so if you change the lighting to be something like red it can create a type of scary or tense mood. Shadows can be used to make a scene look more real and immerse a player more.
Artifact Models
Renderer Reflection A render for lighting is very important even more so when working with an Arnold light since it only works in the Arnold render. On the other hand Photometric lights work well with all renders and will work for any. Different renders can also change the speed and quality.
Unit E - Cameras
Reflection I learned a lot while working with cameras in 3DS max and in real life too. I learned that ISO can change how sensitive light is An to the camera. The F-stop of aperture changes how much the lens opens up and how much light gets into the camera. Shutter speed can also effect light since the longer the lens is open the more light gets in. Using all the settings you can change a lot how the photo looks.