We're finally wrapping up with 3D modeling. Now that it's all said and done, here are my thoughts on the matter. Besides the programming I did earlier in the year in the 2D game project, 3D modeling has probably been the easiest thing I've done all year. That's not to say it's actually been easy. The biggest challenge is that a lot of the work is meticulous, and small changes can have big effects that might not be obvious until later and are difficult to troubleshoot. During the column modeling project, for example, I noticed several of my maps had not turned out correctly. I still have no idea why, but they were definitely warped, and it was noticeable in some places on the model. I followed the tutorial meticulously, but for some reason mine didn't turn out correctly. It wasn't really that drastic, though, so I still count the column as a success. The meticulousness caused other challenges, though. A lot of projects ended up half-finished due to the amount of time they took being longer than the amount of time there was available to complete them. UVW unwrapping was also complicated, or at least some aspects of it were, and it often ended up messing up without a clear cause. I did enjoy figuring it out, though. It was almost like a puzzle. In general, that's what I like about 3D modeling: you want to make a certain object, and you have to figure out the necessary steps to make that object come into being, and it's a lot like solving a puzzle. As for the program ads Max, I have mixed feelings. I like the functionality, but it's very resource intensive and tends to have difficulty opening–or that might just be the subpar computers. Sometimes the menus are confusing to navigate, especially when icons get changed over updates. Also, a few useful features were changed since the time the tutorials were made for no apparent reason. One of these was the ability to lock viewports, which would have been helpful. So, in conclusion:
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AuthorI'm moving on to my 4th (and final) year as a Game Art & Design student at Durham School of the Arts. I'd like to call myself an artist, but I'm a programmer at heart. Archives
February 2020
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