This quarter has felt like a complete rush in my eyes, it started out with the basics of lighting and cameras which was very small quick unit then continued on to become rigging and animations which is where the entire class is right now. When I started on the cameras and lighting unit I had been out of class for a week so I had a ton of work to catch up on so I had to put my head down and focus on the unit, overall the whole lights and cameras unit was very crucial to the basics of any game because without lights and cameras there wouldn't be any games for anyone to play (I did a previous post on the importance of lights and cameras in games). The final project of that unit was to create a demo reel of models that I have done this year and it had to be a camera moving around the model and it had to properly lit so you could demonstrate that you actually have learned something in the unit, below is the final product of my demo reel that I posted on YouTube. (Make sure to Like and Subscribe for more content like this :D) Once I was done with the lights and cameras unit it was time to move onto the final unit and most challenging unit of the year, rigging and animation in 3DS Max. Now I haven't gotten very far into the unit but I can already tell why students in higher levels of game design dread doing rigging but cause it is long and tedious. I'm on the the first assignment of the unit and I have already spent a couple of days on it (probably because I'm not very smart and get distracted easily), in the assignment we have to follow a written tutorial on learning to make a ball bounce like it does in real life primarily using the curve editor. This has been as I said a very long and tedious process because once I learned how to make the ball bounce I have to make it bounce around a room, hit three objects and change directions three different times. This has been very very challenging for me because working with the curve editor is not very easy for someone challenged like myself and it's not self-explanatory like most of the other things in 3DS. Hopefully soon this process will become second nature to me like other tool in 3DS Max but for right now it doesn't seem like it. Overall this quarter has felt like a blur and I definetly need to put my head back down and get to work on this rigging and animating.
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