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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To get a job in the gaming industry, you don't just need to be excellent at using programs like Adobe Photoshop, 3DS Max, Unity, or have good communication skills, you also need to have a presentable portfolio, a colorful resume and a cover letter to show your possible employer that you are the right fit for the position you desire. Also, game companies don't just want to see if you can use these programs, but if you know the fundamentals, or the basics of skills like drawing or creating a scene. They want to see if your designs have good composition, and if you know principles and elements of design and how to apply them and make them work together. They won't be happy if you're excellent at using a program but all your works are a sloppy, unorganized, mess.
To make myself more presentable to a possible employer, I think I should rework my portfolio. First, I should make it easier to look at my works, such as creating a slideshow so a viewer can scroll through my works quickly. Also, I think I should post more detailed works, works that require more skill and show my knowledge of the principles and elements of design, and post more often. -Making a portfolio is very important in the game industry. -Make a colorful portfolio and resume showing your skills. -Don't just focus on how to use the programs the employer wants you to use. -Know the principles and elements of design. |
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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