In the past two weeks, I have been learning about lights and cameras in 3DS Max again. Now I am learning more about these two things. I am learning more ways to modify the camera, such as the field of view, depth of field, f-stop, and focus, which isn't too hard since I am also in a photography class. In addition, I am learning about new ways to modify lights. before, I already knew how to change the lights color. Now I have learned how to change the intensity, shadows, and shadow color, and how the different types of lights are different based on their behavior and what real world light they imitate. In the future I hope to learn more about lights and cameras in 3DS max to make cooler scenes and maybe help me in a future career.
-There are many different types of lights in 3DS Max -There are many different types of cameras in 3DS Max -There are many different ways to modify the lights and cameras. -The lights in 3DS Max emulate real world lighting.
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This past week, I started learning more about lighting in 3DS Max. There are many different lights in 3DS Max including: omni, directional, skylight, spot, area, and sun positioner. There are also different ways to customize your lights, such as the color and opacity. This allows more ways to use the lights to make your scene more detailed. In addition, different materials applied to primitives react with light differently. A metal material will reflect light, the paint material will absorb it, and the glass material will have the light go right through it. -Different types of lights -Can be customized -Light reacts differently with every material Tutorial: Introduction To 3ds Max Standard Lights
Learn Viz - https://www.youtube.com/watch?v=yTF3pUpa__Y Last week we started UVW mapping in class. I have done it in years past, starting by applying images to a box which wasn't hard. Later, we skinned 3D models of humans which I thought was really complicated. So far this year, it is not that hard, it is just tedious. This year when I was modeling a box, I had to apply the images one by one to each side. I had to make sure the images for the box had the same dimensions as the sides of the box so they would fit properly. The images were slightly crooked so I had to rotate them in the material editor with the UVW settings, and before I even applied the images to the box, I had to apply the multi/sub-object material to the box.
This year in game design, I have learned a lot of new techniques and tools in 3DS Max. I have also gotten more experience in tools I learned last year, such as working with lights. I think my class will use these new tools and techniques to make more realistic scenes and animations in 3DS Max, involving light, and forces such as gravity and wind. I have also learned about new objects you can use such as premade trees, doors, and windows. With the trees, you can choose from many types of trees to use in your scene. In addition with the doors and windows, you can change many variables on the doors besides width, length, and height such as the frame size of the window, how many panes it has, and same with the door. You can also alter how the door opens, it can be hinged, sliding, or a double door. My favorite tool this year is the forces tool. You can use it to add effects like gravity and wind to a scene, which can alter how objects act in the scene, such as how a ball drops, water flows, or which direction and intensity a flag waves. You can change how strong these tools are by changing the strength, and with the wind, how turbulent it is. By the end of the year, I hope to learn more about these tools and maybe learn some new ones too.
-3DS Max has a lot of cool tools and techniques to explore. -3DS Max has forces and premade objects to make your project more realistic. -My favorite tool is forces. In the previous week I have started to use simulations in 3DS Max. Simulations imitate real world processes, and in 3DS Max, the two most common forms of these are cloth and daylight systems. With simulations, you also work with things like particles, atmospheres, and cameras. The most difficult thing in working with simulations has been getting shapes to interact properly, such as when putting a tablecloth on a table, getting the tablecloth to properly land on the table and not rip and go through it. To do this correctly, I have to give the cloth cloth properties and set the table as the interaction object. I also have to make sure the cloth has a lot of segments so the cloth doesn't tear or go through the table. I enjoy the fact that you can put a cloth over anything in 3DS Max, such as a table cloth on a table, a flag, or even a robe on a knight, as long as you can get the two objects to interact properly.
-Simulations can help make a design more realistic. -You have to be careful with measurements when using the cloth modifier. -Simulations can be difficult to use have really unique properties. There are two different types of 3D modeling: surface modeling and parametric modeling. I prefer surface modeling because it is what I am the most used to, and that when I change a measurement, another part is not changed, because that could mess up the shape of the model. Surface modeling is the basic type of modeling, it allows you to directly edit the faces of a model, rather than indirectly. The modeler can easily push and pull on their model to change it, you can change one small thing without changing another part of the model. Parametric modeling involves more precise measurements, and when you alter one part of an object, other parts are automatically updated. A good time to use surface modeling would be making a simple house, and a good time to use parametric modeling would be making the face of a person.
-The two types of 3D modeling are surface and parametric. -Surface modeling involves just changing a small value. -Parametric modeling involves changing multiple values. -Both have advantages and disadvantages, and you should choose your modeling technique based on what you are creating. This year in class, we have been working exclusively in 3DS Max. In my free time outside of class, I have been looking at the portfolios of professional 3D modelers and getting inspiration from them. One creator I have taken particular notice of is Franco Singh-Vigilante. He mainly uses Maya and has worked in 3DS Max to create his projects. This is a scene they made of some sort of industrial complex. I hope in the future to make models more like this. The last time I attempted to create a highly detailed building in 3DS Max was in Scientific Visualization class two years ago. I like how the buildings smoothly fit into the landscape, and how they included details on the building like the spaces in between the wooden boards and the bumpy surface of the tin roof. They also included stones in the wall and complex supports under the buildings. There is also a ramshackle fence and grass leading away from the buildings. The trees also have cool detailing where the leaves are square, but the tree still looks very detailed. I am really into architecture and city planning, so I think it would be cool to build a really detailed town or city in 3DS Max, even for a game. To improve my skills to be more like their work, I will try to retain the techniques I learn in class and download modeling software such as 3DS Max or Blender and practice at home. Specifically, I want to get better at lighting and cameras, because I barely know how to use these tools. I will try to experiment with them on my own time and make sure to do my best on my lighting and camera assignments when the time comes. Franco used lighting to give the scene detailed shadows and a camera to get a close up of the scene. I know he probably used the indent or chamfer tool to make the crevices in the wood, and the scatter tool to make the stones in the wall. I would really like to know how he made those trees. -3D Modeling programs have a lot of tools. -Working in 3D requires a lot of practice. -I should practice more outside of class. Here is a house I made in 3DS Max to mimic Franco's work. It is a gray building just like in his image, although in the future I hope to add textures to my buildings. To make this house, I used the extrude, bevel, and inset tools on a cube. The Image: Franco Singh-Vigilante's Blog:
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AuthorMy name is Adam Servas, Categories
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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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