Introduction
DDAII is about 3d modeling using 3d studio max. The focus of this year to get a good foundation of understanding modeling techniques so in the future we can use them to create video games. By going into depth in each technique to understand why we use them. The key idea in this class is to understand the the tools, grades are a big part but our teacher says we should focus on the tool and not the grade. He says the come grade will come once we have a good understanding of the tool. The class is very hard but yet fun, sometimes some assignments are not good to leave for last minute. With this class it teaches you to be responsible and plan out how and when you are going to do your work.
Digital Design & Animation II
Section I: Professionalism in Digital Art
Obj 1.01 - Understand how to document the design process and articulate an artistic point of view
Critique is important because it reflects the flaws and the greatness in one's work. But it also helps make it better for the next time. Knowing how to critique is important because we don't want to offend someone's work. So learning how to critique can help us avoid that and giving feedback but also acknowledge the work the artist did. But critique helps an artist become better and improve their work and show their pride through their work. Being a good critique for me is give 2 things the artist could improve and give 2 things the artist did well. By doing that you help balance the critique and make the artist feel good about their work.
Obj 1.02 - Understand personal and professional presentation
Section II: Creating Models with Advanced Modeling Techniques
Advanced modeling is when I started to learn how to model a object only using the object itself. Compound objects are tools, not physical objects. For example scatter is a compound object that let us select an item and scatter it. If I have a rock and want to spread it so the scene looks more realistic I go to scatter and click the rock and see how many I want scattered around the scene. Surface modeling is when you create an object only using the object itself and some tools.
Obj 2.02 - Understand surface modeling concepts
For the first picture with the dice I learned how to surface model and create a dice only using a box and some tools. With the mech I learned parametric modeling getting body parts at the right size and making them the correct length. With the neighborhood I took all the skills from the previous 2 and create a neighborhood to show I had mastered the techniques. Some tools I used for all models were turbo smooth, pro boolean, and converting them to editable poly.
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Simulations help us by seeing how the finish piece will look and see if there is any bugs we have to fix/remove. Particles help us add effects and a realistic feel to the game to show fire burning like it wood in real life. Forces help us add the gravity and how an object might feel in real life adding to the realistic feeling.
Obj 2.03 - Understand parametric modeling concepts
With the making of the dodecahedron I learn how to parametric model and control the shape of the object and make it look exactly as I want it. I learned of a few modifiers like tubro smooth if you have a object with rough edges turbo smooth will smooth those edges and make the model look more clean and smooth.
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Section III: Applying Materials, Shaders and Rendering Techniques
Materials are important in 3d modeling because it helps create the visual aspect of a model looking realistic. Textures there are different kinds of them for example cement for the parking lot or for a wall. Maps are important because they help add depth and make the texture look more realistic a bump map will make the texture look 10x times better then without it. Shaders help with shadows and making the object/character seem more realistic by having it's own shadow. UV mapping helps with laying out the sketch of how we are gonna texture the object and how it's gonna be placed.
Obj 3.03 - Understand UVW mapping
The gas tank was the hardest I had to restart 4 times to get it to look right. I learned how to create a UVW map layout for you objects and create the texture in Photoshop with the layout. I learned how to create an item by using the photo as the background. I learned to not give up on an assignment even if it takes you 4 tries you'll get right just gotta take your time.
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Obj 3.04 - Understand rendering and render settings
Section IV: Working with Lighting
Proper lighting is one of the key features of making the mood of your scene and showing the contrast between objects. With lights comes shadows, shadows help with adding a sense of depth and making the model and whats around more realistic all by the model having a shadow. The shadow also shows where the light is coming from. Balancing one another like a duo.
Obj 4.03 - Understand shadow settings
Obj 4.04 - Apply artistic lighting techniques
The image on the left shows shadows and how they come out and how it affects it's direction from the light source. The image from the right shows one of the classic way lights are use in scenes, television, and movies. It's called the 3 point lighting systems which includes the following lights, key light (100% direct light), fill light (50% of direct light), and back light (20% direct light). All help with contrast and balancing one another to the object/character look good and not to bright nor to dark.
Section V: Using Cameras to Animate a Scene
Obj 5.02 - Understand various camera movements and composition
What I've learned from using a DSLR camera and a 3ds max camera is one the DSLR camera is harder to control and is harder to get the "perfect shot". While with 3ds max I can model that "perfect shot" and adjust the settings to the decimal, and choose the ART render to get that "perfect shot". The 3ds max camera gives me more options on how I want my shot to look and feel. With also giving me the settings to adjust my camera the way I want it to be. While with a DSLR you can adjust some settings but it is way harder to get that shot.
Obj 5.03 - Apply animated camera movements to a scene
Video Presentation
Conclusion
During this process I've learned many things from my first year to this year like making a portfolio, learning how to use the adobe suite, and how to use 3D studio max. For this course I learned how to 3D model and use the tools so in later years I can use the app and create models for video games project junior and senior year. My skill set has evolved by a lot from knowing nothing to having a decent idea in digital artwork and creating my own things if I think of something I can probably make it. Taking this course has helped me in personal growth because the class is fast pace and always giving work that I've learned to manage my time and keep checking on the calendar. But also I've learned to manage with stress because this class gives a lot of stress so after many times of stress I have found a way to deal with it either by exercising or playing music. Overall DDA has helped me improve in my skills in digital art and creativity and I'm ready for what it there to come.