Friday, November 16, 2012
Planet Destruction
Friday, November 9, 2012
Space Fun
This week in 3ds max I started a new project in which I will be showing the journey of black holes though our universe. The image above shows one of the last frames of a black hole (the black sphere) consuming a galaxy of stars (the blue particles). Black holes themselves are relatively simple to make considering that there are basically nothingness, so I just used a sphere with a flat black non-reflective material. In order to add something to the scene that you can actually look at I used four super spray particle systems (the blue stars), and bound them to a vortex space warp, which makes the particles get pulled in towards the black hole.
Friday, November 2, 2012
Finished Character and Fun with Physics
In spite of the title I do not actually have a video that can go up on my blog as of today because when I went to upload for this weeks post the file size was too large. Some time next week I will compress the file and upload the video of my finished character in addition to my week 12 post.
This week I made a wrecking ball that swings by a chain into a brick wall causing it to break apart and topple over. This was achieved by using the same MassFX tool that I used to make the mirror shatter from a few weeks back.
Something new that I learned this week was how to use the cloth modifier. In the picture above, the table was set up as a collision object for a plane that had a cloth modifier applied to it.
Friday, October 26, 2012
Mesh and Bones
The first thing I did this week was make some arms for my character. Then I put some new materials on the objects in the scene so that it wasn't just purple everywhere. Using the bone tool I made a custom skeleton for my character so that I could start animating him. The actual animating part never happened because I spent the last two days of this week having some trouble with both the Physique and Skin modifiers.
Friday, October 19, 2012
Eye See You
This week I worked on designing a character, and this is what I came up with, so far. I started with a simple sphere with an eye ball texture applied to it and then I modeled an eyelid around it so that it did not look as creepy as it did. Then using the reference image above I modeled a pair of legs for my character. Next week I will either make him a four legged creature or I will model a pair of arms. Which ever I choose I will then start rigging him up for animating.
I had another little side project that I worked on at the beginning of this week, while I thought of different character ideas. I messed around with MassFX, a rigid body physics tool new to 3ds Max 2012. I create a shattering mirror effect in which a ball is thrown at a mirror. The mirror then proceds to breaks and falls to pieces and the ball bounces away.
Friday, October 12, 2012
Rigging and More
This week I learned some basic biped character rigging, which was used in the top video. The stick figure man was made in about 5 minute just as a means of having something to rig up. Then I spent some time using the Skin modifier to connect to the biped bones to the stick figure mesh. When I got that setup how I wanted it I started animating him and putting him into different poses. Finally I choose to render out the scene of him walking across a floor and then up some stairs.
The second video, of a liquid being poured into a glass cup, was a little side project of mine this week. The glass cup is a simple cylinder with the center cut out of it. The liquid was made using the super spray particle system. In order to get the liquid to interact with and fill up the cup I used the Gravity tool and several UDeflectors.
Friday, October 5, 2012
MineCastle is Finished
This week I spent my time finalizing my castle presentation. I rendered out all the videos in 3ds max and then spent some time putting it all together in Adobe Premier. This is the first of many projects, and I had an abundance of fun make it, and I am looking forward to the next one.
Friday, September 28, 2012
Terrain Modeling
Last
week I remodeled my castle’s terrain in 3ds Max using a
combination of the noise modifier and the soft selection tool, in the editable
poly modifier. After I made the terrain I used Photoshop to make a custom
texture for it. Slight additions were made to the main tower, and some trees
and lamp posts were added to the scene. My last addition to the scene was a plane that i modified to look like rolling waves, and then I made a custom water texture in 3ds Max. I incorporated the use of Adobe Premier
in the making of the video for this week’s post. So, unlike last week’s video this
one has some still images, video, sound, and video transitions.
Friday, September 21, 2012
MineCastle
Friday, September 14, 2012
Strange Science
Monday, September 10, 2012
Dinning Room Table
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