For the most part, I'd have to say that cameras have been my Achilles heel, if only for the fact that I am not as skilled with cameras in general when it comes to other parts of a scene's composition. Even after two years of digital media classes and working the camera just right is a skill I have yet to master, though that is not to say I am inept, as most certainly my experience with that class helps me to understand the cameras in 3Ds Max, as they have extremely similar functionality. For the most part, learining more about a camera's more common movements and executing fluid animation definitely helped to overcome this setback. I have an example video of this below. Despite all this, for the most part this unit has gone by without a hitch, even the most feared and loathed topics of them all: rigging. This may come as a surprise, especially considering the extreme technical difficulties I encountered when working with rigging previously, but I feel that is has been my favorite this unit. I would have to attribute this to my prior experience with creature conceptualization, and my general love for understanding various parts of animal anatomy. Once the basic bone structure is created, as long as care and precise observation is maintained throughout the creation of the rig, generalizing the basic muscle groups and attributing them to your 3D representation in your model's bones comes with ease to one skilled in the talent. In short: If you understand muscle groups, you more or less understand 3D bones and rigging. I have also gone into detail describing my prior experience with lighting and I can once again attribute this to my skills with 2D art and illustration.
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Creator InfoThis is a blog for a Game Art Design class. Future programmer and currently an artist and writer. Archives
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