The most recent tool I have learned to use in 3D Studio Max is the material editor. So far, some things are confusing, and I wanted to get better at it, so I looked up tips and basic information on the material editors in 3DS Max. The first and most obvious thing is you can press 'M' to open the material editor. This is useful for quicker material editing. The second thing I learned is the difference between the Slate and Compact material editors and how to alternate between them. The material editor I use mostly is the Slate editor. In this interface, you connect nodes together and position materials and such to create the textures you want. The Compact editor shows you a preview of you materials and is more simple. Each has their own advantages. The Slate editor is more direct and editable, while the Compact editor has more presets and is quicker and easier to use.
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I recently explored modifiers in 3DS Max and was able to create some interesting things on my own. There is a wide variety of modifiers to use and they are all very useful. I used a few different modifiers on each cube besides the edit poly modifier. I used push, displace, chamfer, ripple, noise and bend. Modifiers such as chamfer, bend, and push were more simple and created smaller changes, while ripple, noise, and displace created more obvious changes to the cubes. As you can see in the image, the leftmost cube and center cube were most drastically affected, while the furthest cube and the cube in the top right had more simple modifiers applied. Recently, I started working in a software for 3-D modeling, known as 3-D Studio Max. I have had to learn how another new software works, and I'm trying to get better at it. I wanted to research keyboard shortcuts that might be useful for getting quicker in 3-D Studio Max. Some keyboard shortcuts I learned were toggle snap and select object. When you want to select an object, it is not very convenient to click the selecting button, so you can press 'Q' to switch the cursor to select object. The other shortcut turns on and off the snap for the 3-D grid. This is useful for me because I like to be exact and consistent. By pressing 'A', you can easily toggle the snap on and off. The last keyboard shortcut I learned was select and scale. By pressing 'R' you can scale what you have selected.
In my Fundamentals of Design and animation class, we created a color palette used in a few pictures for a game we pretended to describe and use colors as a selling technique. The colors of certain game covers can effect selling by giving the consumer a certain feeling based on the culture of the place they live in. For example, the color blue in American and Western culture is calm and cool. If blue was used on the cover of a game, it would convey a calm emotion to the person looking at it. I did more research on color palettes that would convey calmness in Japanese culture. I also researched a more specific color palette, one that would be used to create a painting of space. In my research on a calm palette in Japanese culture, most of the colors were pastel colors. There were many light pink colors, some light blue colors, and some ivory and cream colors. I discovered that these colors convey a loving and peaceful emotion in common Japanese culture. When doing research on the space or galaxy palette, most of the colors were black, purple, and dark blue. This is very common in galaxy themed pictures, items, or drawings.
http://www.color-hex.com/color-palette/23298www.color-hex.com/color-palette/23298 In class, we recently have started to work with colors and how they effect gameplay and the composition of a piece of art. I decided to do more research on the effects of color on a specific game, Overwatch, and its color choices, how they effect gameplay, and its features for colorblind gamers. One of the most iconic features about Overwatch is its logo. In the title screen, you can see how contrasting colors are used to make the logo stand out more. The logo and title are white and orange and they are on a black background. This color palette gives the title screen a simplistic look, and the orange and white give a friendly and simple feel to the title screen. In the game, when you see an enemy, they are outlined in red, while allies are outlined in blue. All enemy projectiles and weapons are also blue, while ally projectiles or shields are blue. This helps gameplay because it makes it easier to see the enemies and differentiate them from your teammates. It also helps the enemies stand out from the environment. In Overwatch, there are colorblind modes to help with gameplay if you are colorblind. These are helpful because
https://www.gamerpros.co/wp-content/uploads/2016/03/overwatch-logo.jpg We recently started to draw characters and basic comics for those characters. I realized that my drawing skill is mediocre compared to the expectations and standards in class. I decided to do some research on how to draw better. Something I found out was that simply practicing and drawing over and over can further your skill. I learned that you should start with simple things and go off of reference. Don't try to draw something from memory or using your imagination first. Instead, look at something or look at a picture for reference when drawing. Something else I learned was to take your time with your drawings. Sometimes I rush through my drawings, and I discovered that you can practice drawing details to slowly get better at drawing in general. Overall, practice makes perfect when it comes to drawing, and anyone can do it.
http://brandondayton.com/2010/01/6-tips-to-get-better-at-drawing/ I recently began working in Adobe Photoshop. Adobe Photoshop is a program where you can edit images and saved pictures to make your own image. I've found that using Photoshop to make ideas into real pictures to be very fun. I've learned how to use some of the many tools and now have a very basic understanding of how to use Photoshop. I have made two images in Photoshop currently and am going to make a third. I highly recommend Photoshop to anyone who has an interest in creating images online using editing. The skills I am using and learning can be used in other things in my life, so overall, I think using Photoshop is fun and educational.
A 3D modeler is someone who creates 3-Dimensional assets for a game or animation. These types of modelers in the design industry are important because they create all the characters and objects used in video games, movies, videos, or animations we see today. 3D modelers interest me because I am interested in seeing the process of creating a finished 3D character model.
In my research of this topic, I learned that 3D modelers also use 2D textures to put onto a polygon, which is a model usually made of small triangles creating a 3D shape. I also learned that most are self-employed and jobs can vary greatly in this field depending on what the circumstances are.
https://en.wikipedia.org/wiki/Polygon_(computer_graphics) |
AuthorThis is the blog feed of Cooper Oljeski for Fundamentals of Design and Animation. Archives
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The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.
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