The 3DS MAX and AutoCAD tabs will bring you to my new blogs which contain my most recent posts from this coming year.
Friday, August 23, 2013
Last Post?
As the title suggests this might be my last post for a while, on this blog anyways. I am back, however, from my 3 month summer vacation and will continue to be posting weekly update for my class. The only difference is that I am currently taking two separate classes and as a result I decided to make two new separate blogs. So, if you look at the top of this page you will see three tabs: 3DS MAX, AutoCAD, and Former Years.
The 3DS MAX and AutoCAD tabs will bring you to my new blogs which contain my most recent posts from this coming year.
The 3DS MAX and AutoCAD tabs will bring you to my new blogs which contain my most recent posts from this coming year.
Friday, March 8, 2013
Fun with Texturing
This week in Maya, I worked towards texturing my character and terrain. I learned how to unwrap models in Maya (much easier in max). The first image above is of the rendered out template that I brought into Photoshop. The second image is the finished texture map that was placed on Jack. The finished texture was made partly in Photoshop and partly in Maya because I spotted a handy little tool called the 3d paint tool.
Friday, March 1, 2013
Rigging Fiasco
This week in Maya, I spent a great deal of time working on getting Jack rigged, with little success. From the screen shots above you can see that I was able to complete the skeleton, but I had trouble getting the weights on the bones just right. I kept running into situations where he twists his wrist or bends his knee and part of his chest bulges out. So, my next step will be to simply move on and complete other aspects of the come presentation.
Friday, February 15, 2013
Rigging 101
This week in Maya I learned how to rig a fish. During the rigging process I learned the basics of how to make a bone structure in Maya and bind it to a mesh. Sadly, I have to admit that I did find the rigging process to be slightly easier in Maya compared to rigging in 3ds Max.
Friday, February 8, 2013
Yellow Submarine
This week in Maya I learned how to make and edit nurbs objects. They are great to work with because they have fewer segmentation to work with, compared to polygonal objects, to obtain a smooth look with your model. The first thing that I tried making was a cartoon style submarine. The hull of the sub. was made from a sphere which was edited using the hull tool, which is equivalent to selecting edge loops for polygonal objects. The red and yellow rings were cylinders that had there vertices pulled in to fit the curve of the hull.
Friday, February 1, 2013
Propulsion Gel
This week Max I modeled a space ship that is propelled through space by ejecting out bio waste. The space ship's hull started out as a simple box which I then modeled as an editable poly. The star field and propulsion gel are made particle systems.
Friday, January 25, 2013
Mystical Meadow
This week in Maya I learned the basics, well I learned how to transition from 3ds Max to Maya. It's not to much different but the way that everything is laid out is going to take some getting used to, plus I kept trying to use 3ds Max hotkeys in Maya which for the most part did nothing. The above image is a Mystical Meadow with nice green grass, multi colored crystals, and a little fog moving through the grass. To make this scene I used the paint brushes from the PaintEffects shelf in Maya which has a handful of 3d objects that you can paint onto your scene.
Friday, January 18, 2013
Deep Space Expedition
This week was the week I have been waiting for, I got to see what everyone else has been working on and I got to present my video. The main goal that I had set, other than teaching someone about black holes was for me to try and learn all sort of ways to use particle systems. I used the Super Spray, PF Source, and PArray particle systems to make all the visible components, that interact with the black hole. More importantly, this week signifies the end of 3ds Max and the beginning of Maya. Starting next week and continuing on into the near future will be the posting of work done in Maya, another Autodesk product that is similar to 3ds Max.
Friday, January 11, 2013
Render Render Render
This week in max the science animation has finally come to its closing. The finished video will be shown in next weeks post after the class presentations. Over the course of this past week, I attempted to polish up the animation for final rendering; however, my least favorite thing in max happened a little more than 10 times which is the crashing of the program (shown in the screen shot above). The image below, on the other hand, is what I was able to make in 3ds max while it was cooperating with me. When I was satisfied with the supernova part of my animation (the lower image), I spent the rest of the week simply rendering out the scenes and compiling them into the final video.
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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