Friday, March 28, 2014
11th Week - Fantasy To Reality
This week in Max, I started brain storming different ideas of what I could model in 3dsMax and then print in 3d. So far, the majority my thoughts have been regarding making some sort of figurine but I have yet to settle one idea. Other possible ideas were to make some custom housings for my usb drives. I do want to possibly incorporate moving components into whatever design I choose. Over this weekend I will think about what I should start modeling and try to make a large amount of progress modeling it next week. But soon, I will be able to say that I have brought the digital world into the physical world.
Friday, March 21, 2014
Friday, March 14, 2014
10th Week - Presentations
Friday, March 7, 2014
9th Week - Almost There
This week in Max, I made a bridge and road system for my terrain. I also incorporated the motorcycle from my last project. The goal for this project is to have a nice modeled and textured terrain which my motorcycle rides through with the camera following the motorcycle. For the most part it is ready to be rendered out. I will try to find some nice sounds to put into the final video, like engine rumbling and maybe some bird chirps, but if I am short on time I will just put some music in the background.
Friday, February 28, 2014
8th Week - Painting Textures
Friday, February 21, 2014
7th Week - Mudbox Training
This week in Max, I did not use max. I am planning on using Mudbox, which is another Autodesk program, in the coming weeks as a second step in the modeling process to add an extra level of detail to my 3dsMax models. I will also be using the program as a way to paint textures onto my models. My overall progress for this week was less than ideal, as I was interrupted by computer problems one day and school assemblies another. On the days that I was able to work, however, I played around in the program testing out what all the brushes did and I also looked at different tutorial videos.
Friday, February 14, 2014
6th Week - New Terrain Method
This week in Max, I started to test a new method for modeling terrain using the Displace modifier. Traditionally I would start by dragging out a plane with a high amount of pollies and then using solt selection I would push/pull vertices to shape the mesh. This week, however, I broke the process into three steps, the first of which being the blocky rough model in the top image. The second step was to texture the top facing pollies in a gradient fading from black at the lower most level to white at the top most. With the rough model textured I can render out a top view of the model to achieve the height map. After that I can simply apply the Displace modifier onto a plane with a high amount of polies, and with slight tweaks of the settings I will get the final model.
Subscribe to:
Posts (Atom)









