While I do have a deep love for surface modeling, especially when it comes to making 3D models out of 2D splines, I am a little amused and bewildered by things such as working with particle effects and simulations, most notably things such as cloth modifiers and particle systems. While I also enjoyed working with mental ray lots, after the update to the 2019 version I am unfortunately unable to work with it anymore, knowing little to nothing about the Arnold renderer. Mass effects thus far has been a bit of a challenge, but nothing I can't handle, and I've been steadily coming along with it. Foliage has been nice already, and as you can probably already tell, knowing me, I jumped straight into the cherry blossom trees and the weeping willows. I am also a little exited as I have predicted that we might work with cameras more, or at the very least tap into some more environmental effects. This also might come as a shocker, but my more masochistic side is a bit disappointed that we haven't really gone into rigging yet. It seems rather odd, a student talking about wanting to go into rigging again after experiencing the horrors of it the last time they did so, but yes, I wish I could continue with it. Then again, while it is very improbable, it is still possible that we may tap into working with cameras more and rigging in the coming quarter, though that is mere speculation. I do not know for sure, however this would not be out of left field in the slightest, seeing that these have been worked on before in previous years. Either way I am very exited for what's to come. This is probably been my favorite modeling project thus far, aside from the chess set we did forever ago
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At a glance this seems like any other modifier I have made use of before. A few components here, some buttons with minor adjustments there, nothing too out of the norm, that is until I actually began work on this thing. It is clear to me now why a few of my classmates hold this in such utter disdain, and I don't blame them. While I wouldn't say it's mindbogglingly brain numbing to the point of despair, I would say it ranks pretty close. To put it simply; I could not figure out why my flag was looking so off and wouldn't wave in the simulated wind for the longest time. I tried using different presets for the flag material, changing the gravity, and even setting the wind to speeds that I thought for sure would break the thing. Turns out that for some ungodly reason it would only work if the wind was aimed at the flag with a slight angle. That's it. That's the only thing that was wrong with the flag itself. No trapped polygons or missed vertices. Just a very slight problem that I should not have missed for the life of me. I will say though, despite all the hang ups and bang ups, the headaches and the face palms, bringing everything to fruition has been, for lack of better words, oddly satisfying. Maybe it was just the immense relief to finally get everything together and working, or maybe it was just the fun of learning why my previous attempts at fixing the issue had all failed. I will say though while I am looking foreword to working more with this modifier, I am still rather intimidated as to what's yet to come. I've already read up on how one would manually make their own creases and wrinkles, which in itself seems rather complicated, and I am a little anxious to experiment more.
Controversial opinion, Surface Modeling is better than Parametric Modeling. You might be asking me why, and that is an easy question to answer, for me at least. For starters, Parametric Modeling can only be used after you complete surface modeling most of the time, otherwise the desired effects do not appear correctly, or worse, can't be removed without completely messing up your base model. This is an issue I have commonly faced with when it comes to collapsing stacks of modifiers. Not to mention, and while this is a heavily subjective and biased opinion, surface modeling is so much more satisfying and enjoyable. While it can be fun to play around and experiment with effects, it's pretty hit or miss when it comes to Parametric Modeling. Often times if you don't know exactly what you're doing beforehand, you're almost guaranteed to be left with a less than desirable effect. Not to mention, there are some modifiers that, weather it's because of their complexity or otherwise, I will just never get a grasp or feel for. Surface modeling on the other hand is something you're actually free to experiment with and play around with and still be left with something decent looking. Contrary to most commonly held opinions, working with extrusions, bevels, chamfers and bridges isn't boring or menial in the slightest. however, this is all just my humble two cents on the matter. I'm sure if I practiced more and got a better feel for surface modeling I could splurge even more on what I love most about it. Another time perhaps.
Passariello, Victoria. “Sharpen Your Hard-Surface Modelling in 3ds Max.” Creative Bloq, Creative Bloq ART AND DESIGN INSPIRATION, 4 Apr. 2018, www.creativebloq.com/how-to/sharpen-your-hard-surface-modelling. |
Creator InfoThis is a blog for a Game Art Design class. Future programmer and currently an artist and writer. Archives
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