Lately in class, we have been working with the Compound Objects tool in 3Ds Max. The tools we have been working with include the Scatter, Boolean/ProBoolean, and Loft tools. We have also been working with the Array and Sweep tools. Some of the tools I used so far for our project have been the ProBoolean, Loft, and Sweep. I’ve been using the ProBoolean tool a lot more than the other tools in our project. In my opinion, the hardest tool to use would be the ProBoolean, because I’m still learning about its multiple functions and what the difference between merge, intersection, and union. The table above was created using the ProBoolean tool. If I can correctly remember, the operations used to make it were union, merge/intersection, and subtraction.
To summarize this post: - The Compound Objects tool looks difficult to use, but once you get the hang of it, it’s easier. - I, personally, had a longer time learning how to use the ProBoolean tool.
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Hello there. Today I'll be ranking all three of the 3D programs I have used.
3. SketchUp: My slight hatred for this program is birthed of the boredom of the class, but it was a nice 3D program to use. 2. 3DS Max: a little bit frustrating to use, but still understandable. Takes nearly while to open up, but a good 3D modeling program. 1. Tinkercad: a really good 3D program to use, especially with the fact that it's a website. That you for coming and reading this small ranking that I made. Hi there! In my last blog post, I talked about how I used a 3D modeling program in my 8th grade year. Now I am comparing it to my freshman year. I actually used a 3D modeling website in my 7th grade year called Tinkercad. It was a simple 3D modeling website.Okay now back to comparing my 8th grade and freshman year. The program I used in 8th grade was called SketchUp, and it's similar to using 3DS Max. However, like said in the blog post, instead of working on just a variety of items like this year, we worked mainly on architecture. I didn't as much because I thought it was boring, making me a little bit skeptical thinking Digital Design and Animation and so on will be boring. Anyways, now I'm having a fun year in Digital Design, and I'm glad that I'm moving on to the next class. I hope to learn more about 3D modeling next year.
Yes. I am back on this topic once again. Like I've said multiple times (in my own opinion), that Adobe Premiere Pro is the bigger version of Adobe After Effects. And after getting familiar with Adobe Premiere Pro, I support my own case. For small projects, such as animation or something along those lines, I will use Adobe After Effects. However for bigger projects, like team PSAs or movie editing, I will Adobe Premiere Pro just because it has more tools to use than Adobe After Effects. There, I rest my decisions with using both Adobe Premiere Pro and Adobe After Effects.
Ah yes. The good ol' Minecraft. This game created by Mojang filled us with happiness in our youth. We punched trees, tamed wolves, and (of course) look for diamonds. And let's not forget about the peaceful background music that is nostalgic to us today. Let's talk about this block based game.
The graphics of the game Minecraft has a lot a pixels, but that's because it attributes to the blocky texture of the game (that's what makes it unique!). It also has some real life textures in the game. Now, the music. Since we were in an audio/video unit, I felt like I should've pointed it out. The background music is so relaxing that you can even to go to sleep while listening to it (definitely haven't done that before). Also to mention, the music changes when it goes from day to night. Finally, the gameplay. In Minecraft. It can have some lag at times, but overall it runs pretty well. Over the past few weeks, we have been working in Adobe Animate. Out of all programs we worked in for animating, Animate was the one that was supremely frustrating to work. I had to restrain myself from slamming my head on the keyboard multiple times while using this program.
Hi everyone! Lately I’ve been talking a lot about the animation unit and here we are! We’ve been working on an animation in class that I may post on my portfolio. While working on this project, we have to make a ton of frames and save them one by one, which is a very tedious task. Then put them all together using an editing software to make our animated video. I’ve learn that this was going to be a lot harder and longer than I thought, plus I got off to a slow start. I also am still slightly new to Illustrator, so it will take me a lot longer to do this animation. Also along with the fact that I don’t know how to use an audio/video editing software. That may make the process longer. So yes, those are my views on our first animation project.
When I use color, I want it to match with the character that I developed. If I created a character where they were more natural and down-to-earth, I would have their color palette consist of some greens and browns. I wouldn't create them using a bright, neon pink shirt. I am going to take one of my character sketches for example. When choosing her colors, I had to think all the way back to the setting. I asked myself about what colors I would be choosing for the face, hair, and clothing. I choose to make two different color palettes; one for the face and hair, another for the clothing. For the face and hair, I wanted it to be based off the character's abilities/powers. I choose some cool (blues, greens, purples) neon colors for that color palette. However, the color palette for the clothing is different. I wanted it to be based off a futuristic-like setting, but I also want it. These are the things I come across when creating a character.
One of the first games I played was the Sims. This version of the Sims was a mobile game. Around this time, I didn’t have the ability to download any computer games. The game gave a natural vibe to it, except for the fact that you, the player, was the god of this small Sim world you’ve created. I think the natural vibe comes from the game’s developers/creators when they chose what colors to use for everything, including the people (or Sims) you’ve created. These colors made everything feel like it had a realistic touch. Now let’s talk about the actual gameplay itself. It is a very enjoyable game to play, mainly because you get to be a god and control people. One time I got upset while playing because I locked a family of Sims in a burning room (it was from a stove on fire), and not a single one was lit on fire. It was pretty cool how they were programmed to (independently) react to the fire. Their actions were realistic, and not T-posing while levitating all over the room. And over time, more actions were added for them to do/say/react to. However, the game digressed. It went from controlling people to more of a home designer type game. You could still control them and stuff, but the developers/creators made it to be more like, “Hey, look! Why don’t you design a house and submit it to use for a chance for it to be a ‘designer home (quoted from the game itself)'". The game downgraded over time, and I don't play it as much as I used to. I would recommend this game to people who like creating houses. This is what I think upon the game, the Sims Freeplay.
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AuthorHello! This blog is about me and what I do during class! ("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.") Archives
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