Switching over to a new unit, we are now working mainly on applying textures to objects and working with shaders and how they look in rendered image. So far the process has been smooth considering that the first assignments were relatively simple, like applying shaders to a train station or taking a box and using real world images to make a virtual version and making sure all the sides line up together. There hasn't been anything to difficult, although making sure to replicate a 3D object from a 2D picture using its vertices are quite time consuming and tedious. Thinking about it though, i do have a side project on hand at the moment where downloaded a character from the game Tom Clancy's Rainbow Six Siege 3D model, but the only thing is that the textures are not automatically applied to it, so it is up to me to apply them which fortunately correlates to the unit on. I would say though that figuring out how to unwrap the model will be a challenge considering that there are many poly's and there are no simple edges to grab. I am however, excited to work with the self assignment and figure out the techniques needed to apply the textures on this model so that it can look like my favorite operator from my favorite game ever made in existence. I cant wait to see what we have to work on in the future.
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Over the past month we have been in the same unit, using 3D simulations, particle systems and forces in our projects that give an effect to the objects in the scene when an animation is made. This unit would by far come to have one of my favorite tools in the application, Simulations. Simulations are the imitations of real life properties when applied in 3ds Max and there are 3 of them that i have used so far which is the Cloth and Daylight systems and MassFX, which all have their own thing that they do to make your scene a little more realistic. The reason why these are my favorite is because of my interest to animate myself, seeing as this effects the environment adds to the creative mind when thinking about how to make things like they are in real life, for instance, if your character had a cape and was tuning in your animations, a simple cloth system and wind force will make that happen, maybe even on the clothes can you add this tool. When thinking about the unit i realize that this may only be the tip of the iceberg, that when new assignments come, that will require us to use all of them in one scene using anything we'd like would be cool. I already have a project in mind that i would want to make, imagine Darth Vader walking in the desert, having the day cycle and have wind going through his cape, his hand curling up into a fist and having an aura around it dematerialize and have small particles fall down to the floor as it uncurls.
The Boolean object simply combines two or more objects by performing the operation on them. So ProBoolean takes that a step farther and allows you to combine multiple objects at once, with each having a different operation on them. Meaning, that you can subtract one object and union another object at the same time with ease. Another thing that ProBoolean does is subdivide the result into quadrilateral faces, which is a good thing when working on smoothing edges with MeshSmooth and TurboSmooth. ProBoolean, as well as ProCutter, move around texture coordinates, vertex colors, optionally materials, and maps from the operands to the final results. ProBoolean has a built-in decimation function. Decimation is of better quality if it is integrated with the Boolean operations. ProBoolean operations also work on letters, loft objects and NUBRS.
ProBoolean supports Union, Intersection, Subtraction, Merge, Attach, and Insert. The first three operations are pretty much the same as the Boolean operations. The Merge operation intersects and combines two meshes without removing any of the original polygons. The Attach operation combines multiple objects into one without affecting their topology, they are separate elements of the compound object. And the Insert operation subtracts the bounding shape of operand A from operand B, and then replaces the cut-out part with operand A. So essentially, ProBoolean is a more advanced version of its counterpart, making it more useful when it comes to functions inside the operation and making more complex objects in 3ds Max.
Hiren, Jadav. “3ds Max Tutorial.” 3ds Max- pro Boolean Tutorial, 1 Jan. 1970, max2014tutorial.blogspot.com/2015/03/3ds-max-pro-boolean-tutorial.html. “ProBoolean Compound Object.” Autodesk Support & Learning, Autodesk, 5 Dec. 2017, knowledge.autodesk.com/support/3ds-max/learn- explore/caas/CloudHelp/cloudhelp/2018/ENU/3DSMax-Modeling/files/GUID- 7621338C- 661E-4A8E-9CC5-87DC8420D51A-htm.html. |
AuthorMy name is Malachi R. Williams. Welcome to my Blog about Game Design and my Digital knowledge. Archives
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