- I find UVW mapping to be a slow, tedious process
- UVW mapping allows for more unique textures the basic texture materials
Categories: DDA-II, 3D Modeling, 3Ds Max
After working with UVW mapping over the past week or so, I can say the, other than rigging, this could possibly be the hardest thing I have done regarding 3D modeling. The process of unwrapping object is something that I found quite difficult due to how important it is to have all the unwraps aligned properly and how slow that process can be. Although I am not fond of UVW mapping, I realize that it can produce unique textures on items and that it gives a person more freedom than using basic textures. In conclusion, although I don't like UVW mapping, I realize how important it is for creating appealing assets with unique textures.
Categories: DDA-II, 3D Modeling, 3Ds Max
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Over the past few months, as we have begun the last section of modeling techniques in 3d modeling, I have really enjoyed working on parametric modeling. I think that in the coming units the modeling techniques we have recently learned to provide models for texture and lighting work, and props and background objects for animation. As I previously stated I really enjoyed parametric modeling, especially working with the modifiers encompassed in the parametric modeling unit do to the sheer amount of things you can do with them as well as how combining these modifiers together can produce strange and really cool shapes, but parametric modeling also can be extremely simple to learn as the basics of parametric involve changing the size of an object using an objects different parameters. In conclusion, I can say I am excited for what we a learning next in 3Ds Max.
Over the past few months I have enjoyed worked working with audio and video editing, but it has also been a struggle. I personally found video editing far more difficult than audio editing, especially in regards to cutting video clips together., while I found cutting audio far easier than doing so with video. Although audio and video editing are very good skills to have in regards to the entertainment industry, I most likely will not be using these skills in the future as I want to be a video game programmer.
Although, I, personally have yet to start working in simulation in 3ds Max this year, I can soundly say, using my past experience with simulations that I will undoubtedly find it difficult to work with the cloth modifier. I do look forward to being able to work with the MassFX tools, as I consider them to be my favorite type of simulation. As someone who wants to go into the game industry, I feel that simulations are important tolls in creating cut scenes for video games due to the rise of story based game play and cinematic cut scenes. I look forward to being able to work in simulations again this year.
In regards to Skullgirls, the game's soundtrack does a very good job of reinforcing the concept of the game's 1920s feel, but of course, with a modern twist. When it comes to a lot of the games I play, I usually chose to listen to my own music rather than the music in the actual game, mostly due to the music making me feel how I want while playing said game, and this especially true for fighting games, but there are exceptions, with Skullgirls being one of them. The music in Skullgirls is not only exciting enough to get me in a fighting mood, but the general jazz nature of the majority of the music also keeps me relaxed and calm. The music also helps with building the atmosphere throughout the different fighting stages, such as Royal Canopy Waltz which fits perfectly with it's stage Glass Canopy, a grand ballroom under a canopy of glass, or with matching to the tone of a character, such as Unfinished Business in regards to the character Big Band ,who was once betrayed and left for dead and now strives to save the world from the Skullgirl. It should also be said that in addition to the music perfectly fitting the game, the music is also awesome, with my favorite song being Pick of the Litter.
Soundtrack:
https://www.youtube.com/playlist?list=PLl3jMwH-o4gxK5rfS0lK7pRw1pLdi6Fs8
“Echoes.” YouTube, YouTube, 16 Nov. 2017, www.youtube.com/watch?v=RXENrdbInNg&list=PLl3jMwH-o4gxK5rfS0lK7pRw1pLdi6Fs8.
Dragon Ball Legends is a free to play mobile fighting game set in the dragon Ball universe. The game employs a card based system in terms of acquiring new characters, meaning that you use in game currency to get a random character form a set pool. With it being a mobile game, the controls are basic, costing of taps and swipes as your basic fighting mechanics, along with a card system for special actions. In regards to other mobile games dragon Ball Legends sticks out with it well made 3-D art and in game models. In conclusion if you are looking for a unique fighting game experience on a mobile platform, I recommend Dragon Ball Legends.
For the past week and a half I have been working on creating sprites to use in a video game I am working on. The type of art I'm making is pixel art, pixel art has become pretty popular in games recently with games like Shovel Knight and Duelyst showcasing high-quality pixel art. There are many online websites that can be used to create pixel art (see below), like Piskel, the website I'm using to create my sprites. Creating sprites is an important part of the game design process as they represent all the objects in a game, as well as helping draw players interest to the game.
Over the past few weeks, i have been working in the Unity game engine to create 2D video games. In terms of the games engines I have worked in, Unity is the one that i prefer over the others, Unity has a decent learning curve due to the heavy reliance on coding to create games in Unity, compared the a program like Unreal Engine, which requires far less coding to create a playable game, but Unity also provides a scripting reference (link below) that can be accessed in order to help with any problems that may arise in the coding process. Despite it's heavy reliance on coding, Unity is fairly user friendly, due to the wide range of help services offered, not to mention the variety of Unity tutorials out there, both Unity made and user made. Due to my previous experience with Unity, I can say it has been fun working in Unity again, but that does not mean Unity is without it's issues, I recently spent three days trying to fix an issue in a game that I was making by following one of Unity's video tutorials, but in the end the problem could not be fixed, now whether or not is was a problem with Unity itself or the machine I was using is unclear, but that does not make the issue any less infuriating. In conclusion, if someone was looking for a program to make games in and they didn't mind having to code, I would recommend Uinty.
Recently, I have started to work with dynamic simulations in 3ds Max using the the Mass FX tool. The Mass FX tool essentially allows you to add real world physics to a 3d model for more realistic animation. Despite it being my first time working in dynamic simulations , I found my self enjoying it far more than rigging, I enjoy no only the amazing animations it can create, but also when the physics go out of control and things start to explode. In conclusion, creating dynamic simulations is not only a useful skill set, but the also my personal favorite thing to create in 3ds Max by far.
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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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