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Table of Context......

Section I: Professionalism in Digital Art

Section II: Creating Models with Advanced Modeling Techniques

Section III: Applying Materials, Shaders and Rendering Techniques

Section IV: Working with Lighting

Section V: Using Cameras to Animate a Scene

Section VI: Creating Character Animations with Rigging (NA)

Unit A - Professionalism

Critiques Reflection- Creating and receiving is a very important matter when dealing with pretty much all forms of art. Many inner purposes of artists are to do their work for themselves, but in that same light, many also wish to create art for others to see. In order for that art to grow in quality of the artist and in the eyes of the viewer, critique is a necessity. Getting criticism from multiple sources and point of views is best for an artist. polygon counts, modeling, texturing, materials, lighting and rendering techniques are all things that different people will notice and point out. At the same time they are things that the Artist should take into consideration to better himself.

Unit B - Advanced Modeling

Modeling Reflection-

 

The usage of compound objects, surface modeling, and parametric modeling, all come into a scenario when a modeler needs to create something. Whether it be in an environment, for an object or for an animation. Compound objects could be considered for more environmental usage. For example, snow that falls down, or something like a fountain could be modeled through a blob mesh, to indicate it being liquidy. Loft could be used for creating tubs, tunnels and pathways based on the extended shape. You can also use scatter to randomly distribute objects like rocks or flowers all over your terrain. Surface modeling techniques, as they may sound, refer to editing the surface of models and their sub objects. Weld allows the user to combine individual vertices or edges together to create a single sub object, which could be used for adjusting  certain details of a building window or to connect separate parts of a model. Tools like extrude and bevel can be used to extend faces, edges and polygons to your desired distance. Parametric modeling allows someone to change a models geometry after changing a dimensions value. It is very good for making finishing touches on a model. Tools like Turbo smooth increases the amount of faces on corners and edges on a model to make it seem…well, smooth. Other tools like bend, twist, and taper are all great for editing an objects shape.

Artifact Models-

Face.jpg
Hatty Snowman.jpg

My greatest creation, the Hatty Snowman. His hats brim along with his horns were altered by using extrude and bend. Extrude to take the edges at the bottom of the cylinder and bring it outward to form the brim. With the horns, you simply bend and bevel the half point to receive the beauty of the Hatty horns.

This is one my earlier models. Originally taking a simple sphere and then using Extrude and bevel on it in multiple ares, to both extend and shorten certain areas and ending it with a mesh smooth to make it slightly less natural than it was.

Space Shh.jpg

Taking a rectangle and combining it with other simple shapes was the process in the beginning, but the wings and the body of the plane couldn’t just remain those simple shapes, so after using bend to change their shape in a few areas, we receive this.

Simulation/Particles/Forces Reflection-

 

Simulations are a means of replicating real life processes in 3D. Most noticeable in my eyes is the daylight system which mimics the sun movements in orbit. With the simulation, Latitude, Longitude, North Direction, Orbital Scale, Date and Time can all be animated. In the task of trying to mimic real life physics in a simulation, manipulating Dynamic objects to mimic physical impact and effect on objects,, Kinematic objects to interact with those dynamic objects, and static objects to mimic unmoving objects, are all necessary. Forces like the gravity and space warp, both interact with those objects and their environment. Particles interact with those forces. All to create a believable render and simulation.

Simulation/Particle/Force Artifact-

 

I was unable to participate in any creation of this artifact this year since my accesses to 3D studio Max were cut off due to being on a Chromebook which does not support the software. So please accept this bad picture of my imaginary universe

Powerr.jpg

Unit C - Shaders & Renderers

When creating an animation or an image, some of the most important features you can place inside models are shaders, materials, textures, and UV maps. It starts with materials that allow to edit a models faces characteristics , some of these characteristics include color, shininess, and level of opacity. There are multiple types of material. Standard material that affects basic setting like Glossiness, reflection and transparency. Blend material that mixes two or more materials together. Matte Shadow Material that Allows the user to make objects into matte objects that reveal the current background color or Environment map and then software specific material like physical material for 3DS max. Textures are bitmap images created using programs like Photoshop. Similar to materials, they edit the surface of models, bit unlike material, Textures are automatically wrapped around the model to change its appearance or provide detail. Maps and UV maps extend the realism of materials/textures by applying images to control surface properties given from textures or materials. Shaders interact how a model interacts with light and can interact with textures and material..

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The fanciest robot of the century. During his creation, I managed to discover the details of how you can apply materials to different parts of different models to make an entirely new appearance.

default-pass.untitled-scene (1).jpg

During the cubic creation, I was able to edit a materials properties in transparency, reflection and color.

default-pass.untitled-scene (2).jpg

During this….Oversized pill creation, I used blend so even though the color and material don’t mix in terms of its style, the materials would not go off course from the models shape.

Renderer Reflection-

 

A rendering is the finality of the project. With that being the case, the proper settings and precautions taken before rendering are of the upmost importance. An artists project usually needs to give off a feeling/emotion to the viewer. Should it feel tense or calm? Angry or Sad? Depressing or uplifting? The render and its properties can affect that. How light interacts with models can hurt or benefit the entire piece. With the multitude of Renderers there are, an artist must pick the one that will best alter his piece for express his desired mood.

Unit D - Lighting

Lighting & Shadows Reflection- The direction, strength, area, and shape/form of light can all majorly affect a render in an image or animation. How these said lights also affect a given models shadow is also very important. Shadows add a richness to the tone and shading of a scene. It also makes it easier for the viewer to identify an objects position in relativity to its light source. They help with other visual aspects like size and 3D space trajectory as well. It should go without saying but how an audience sees something can completely change the opinion and perspective. Seeing something in a bright perspective can give the audience a sense of ease since the object is identifiable, though seeing something in a darker tone can give a sense of unease and confusion. Light and shadow ARE the scene.

Artifact Models

default-pass.untitled-scene (3)-2.jpg

During the creation of the limo and table, putting an Omni light inside of the lamp in place of the light bulb allows you to see the shadow coming from the shade while also seeing it light up the table. Though in hindsight, I should have put more than just a table…

Liiiiiigghht.jpg

When using a collision of spot lights with multiple colors, you can change the mood of the scene greatly. In this case I wanted it to seem like a theater performance. In a dramatic standoff between the two mechs.

Unit E - Cameras

Reflection- Cameras are literally the very things that allow us to see any type of image in 3D space, even outside of rendering. Movies, films, and television shows even need to preform camera work. The angle and movement of a camera can change a scenes momentum and feeling. There are multiple camera angles that compliment certain feelings and purposes. Angles like the worms eye are meant to give a feeling of in-superiority to the viewer and a feeling of power to that of which is being filmed. Angles like the birds eye are meant to give a major establishment short from above the entire scene. Different moments in time can call for different angles. All of which should be included in the thought process for making the most logical camera actions and movements possible.

Aside from the ridiculous editing skills that I have, I used the Arc camera movement. Photographers and directors usually use this movement when they want to establish a sense of importance on an item or person, and to give knowledge to this by examining it in full 3D space

Conclusion

During the creation of this poorly created portfolio page and during attendance of this class, I can for sure say that it has been exhausting. Though at the same time eye opening. With the amount of games, movies, models, and films I've seen, it always seemed impossible to create such things. Of course at my skill level, it still is, but now I know HOW such a thing is possible. Seeing such advanced models like those in Warframe or Resident evil always carried such empty curiosity, but now, being able to look at an advanced model and start asking myself questions like "Whats the polygon count? Where do the UV maps begin and end, what kind of boolean was used in these areas" really allows you to see growth. I hope than someday I will be able to create and animate things in my own image, both in 3D and 2D, and that ill be able to look back here to where it began. 

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