Cool Modelling Geeks,
this is : http://wow3d.blogspot.com
Modelling & Animation!
Proud Production of Temasek Academy, TJC's Integrated Programme.
:D
IT'S INCREDIBLE.
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Thursday, January 31, 2008
about:
Introduction to the oh-so-tedious process,
3D modeling and animation has been fruitful since the start of attachment. Just in these short two weeks, we have learnt many concepts regarding modeling and animation. Our class began with basic things like coordinate systems and viewports. Mr. Ahmad taught us how to navigate through the program 3dsmax, telling us the shortcuts to certain things and making modeling/animating easier for us. He also advised us to use a three-button mouse so that we could navigate the viewport much faster. After the real basics, Mr. Ahmad went on to elaborate about terms used in modeling/animating. For example, points are called vertices, lines are called edges, surfaces are usually called polygons, etc. The fun really started when we started building our own fans and animating our own fans. That was when we had the very first hands-on with 3Ds Max. At first we were all really unfamiliar with 3Ds Max and had to plough our way through everything, following very closely to what Mr. Ahmad was doing, every single step and so on. We did not just model fans but also tables (with lamps, photo frames, pots) and later on forks and spoons et cetra, as practice. Then there was the modeling assignment where we had to choose something to model and work on ourselves.
There were many things that we did not seem to know about 3dsmax, so much functions to explore and fiddle with. We grabbed any opportunities (imagine a class of 16, 17 year olds fighting for attention – screaming and waving our hands in the air frantically) available to ask Mr. Ahmad how to model certain parts using what functions, and how do we go about doing it.
about:
Back to basics,
Modelling and animation is basically graphics design in 3D. Through the 3D Fundamentals course, we learnt how to observe and construct objects virtually, in 3D perspective. It involved the tweaking of vertices and polygon topology, in order to mould any 3D object of random size and shape. Four view ports, mainly the front, top, left and perspective viewpoints required constant attention, as we needed to keep in mind the way the objects look in these dimensions. The front, top and left views are essential in building the models although they may have caused much headache during the first week of basic modeling. The view ports allow us to view our models in all directions - we could even rotate our objects and zoom in on them. This way, of course, we can pay greater attention to the nitty-gritty details of our model in all angles and are aware of how they will turn out when we’re finally done.
Being able to predict and plan before starting allows me to get a good head start. The smoothing tool - Turbo Smooth, which gives the shapes a smooth feel to it, is one of the greatest challenges faced (Yes, we all used this tool).
Another common tool was extrusion/beveling. This tool was what allowed us to make planes three dimensional.
The most common tool however was adjusting the vertexes. When adjusting them, we had to check from all the views to make sure that they were in the right position hence giving our models its shape. However when Turbo Smooth is applied, the model may or may not be in shape so we’ll have to shift the vertexes, again and again and again.
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Lights, Camera, Action!,
Besides 3D modeling, we have also touched briefly on the fundamentals of lighting, rendering, camera movement, animation and texturing. Each element had its own range of parameters to toggle around.
Lighting involves light intensity and light source, texturing involved mapping of bitmaps through different wrapping methods (planar, cubic, spherical etc.). We refined the texture of our models by making it slightly bumpy and adjusting its specular level and glossiness. Sky lights and additional spotlights were added to light up the object and create shadows.
Animation was a different story altogether. It takes much observation skills to make a 3D object come alive and appear physically and topologically convincing. I have learnt that timing and spacing contributes largely to the weight of an object. It plays a very important role as the realism of a moving 3D object relies pretty much on our perspectives on its effects against gravity.
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Just some thoughts and feelings,
Elysia: “It also allowed me to stretch my imagination, because I could make my 3d models using a variety of different methods. I have also understood how mechanics and engineers would work, since working in the 3d software is similar to creating the object physically.”
Coco: “Being an artistically inclined person, I was definitely attracted to this attachment. When we first started, I immediately felt that it wasn’t as simple as I have expected. The ability to get used and starting to maneuver the software 3Ds Max was difficult- I’m not a person who gets used to any computer software easily. Long hours staring at the same object was stressful too. Spending a few hours trying to fix a specific tiny detail can be very vexing as well. At the end of the day, though I have went through so much ‘sufferings’ redoing and restarting on my models, I felt that it has benefitted me in more than only one way. I have gained experience technically as to handling 3D modeling as well as training my patience. In a nutshell, I appreciate my peers, teachers-in-charge and most importantly, our teacher mentor Mr Ahmad from Singapore Polytechnique! I enjoyed myself tremendously!”
Chengfeng: “It was rather challenging initially, as we had to be weary of every step we took while manipulating the primitive objects into our desired shapes... All in all, I felt that the course was very beneficial to me as it has definitely increased my observatory skills and knowledge on 3D modeling and animation.”
Faye: “It requires a lot of patience. Like, a lot a lot! I am hardly patient, hardly meticulous, but this course forced me to be so. Upon attaining our final product and watching our models spin on our screens, it really was worth it. I doubt many of us actually believed we were capable of doing any of this before the course. I always thought that digital animation was a mean feat (actually I still think so) but having produced several digitally animated 3D models I am awarded with a sense of satisfaction and newly instilled knowledge.”
Peiyi: “I have learnt valuable skills in 3D modeling and it has been an unforgettable experience for me. 3D modeling requires my mind to think in all XYZ directions, instead of the usual 2D digital artwork that I have been comfortable with for the past few years. In the beginning, I had to use trial and error to see if the turbo smooth smoothens out my object in the proper way, but after my tutor’s explanations, I have the knowledge of how the turbo smooth works and no longer need to stress over “pinches” or uneven patches in my object. Also, from this attachment, I discovered more about myself. I discovered that I prefer to finish my models quickly, sacrificing little details. As such, my technique is to use less of extruding, and start out with less number of polygons. Instead, I adjust the coordinates of the vertices to fit the shape. Overall, I feel that the quality of my models have not been compromised for the sake of less time consumed.”
Liusha: “First of all, I want to say that I really enjoyed the three week attachment. It was an interesting course and I did learn a lot of techniques on 3d modeling and animation. I like this course, although I had to come to school at 7:25 everyday while some of my friends reported for their attachment much later. And we did have some works to do after during weekends. However, the important thing is that I did something I like and I did learn from it. Throughout the three weeks, we learnt the basic techniques of modeling, mapping, lighting and simple animation. I enjoyed exploring functions of the software, it was really fun.”
Yingxuan: “Animation is really fun but it also requires a lot of patience. Everything is hands on, self-exploring and ‘self-learning’. The will to keep going and the ‘promise’ of a realistic (or as realistic as us amateurs could get it to be) end product was the only things that kept me afloat. It is enjoyable, I do not deny that, but one also has to venture beyond one’s own boundaries and comfort zones in order to explore the vast amount of un-chartered waters.”
Changlong: “The whole 3d design and animation course was extremely fruitful for me. Throughout the course, I completed two projects, one being a Darth Vader head and another being a statue found from the Asian Civilisation museum, which is slightly tougher to make. After going through this course, I did not merely learn the skills of designing and animating 3d objects, but also I learnt how to break things up in to simple geometric shapes.”
about:
Trips to ACM,
There was also the trip to Asian Civilisation Museum. It was really a “once in a lifetime experience” in a way such that, since when do visitors get to TOUCH museum artifacts? Even if those artifacts were just copies of the real things, in other words, meant for handling purposes, it was still a rare opportunity. We are supposed to choose some artifacts from the museum and work on our final assignment where we have got to bring modeling to greater heights by including textures and lightings so on and so forth. I have definitely enjoyed this attachment and would highly recommend it to other batches that will be going for attachment.
On our last week of our WOW period, we even went back to the museum to help clear up the storerooms. We had loads of fun exploring the place and playing with the so-called props. Finally, we knew this is it. WOW weeks were coming to an end, sooner than we want it to. We handed in individual reflections/reports, our final product rendered in a movie file and the 3Ds Max file as well. No more procrastination on our e-presentation, no more procrastination on our WOW files, no more procrastination on our course blog.
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All work and no play makes us dull computer geeks!!
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All in all,
The pace of the lessons are just right for extensive learning, where there is a balance between the time to absorb new knowledge from the tutor and time to explore different techniques by ourselves. Due to the flexible structure of the lessons, we have found ways of modeling complex figures which suit our needs.
The course allowed us to stretch our imagination and put our ideas down on paper first hence creating a variety of methods to gradually mold our model. This helps us understand how mechanics and engineers would work, since working in the 3d software is similar to creating the object physically.
Learning 3D animation along with friends has also allowed small opportunities to share and teach one another of each other’s techniques and secret solutions. Teaching skills are augmented from within when we solve difficulties for fellow-digital animators and we enlighten one another on how to work out certain areas of the software. Therefore, this course has allowed us to be independent, but yet, interdependent on peers, our teacher-in-charge, and also our tutor.
Most importantly, we’ve learnt not to be afraid to make mistakes (though it can get really frustrating at times when you just can’t seem to produce something like the ‘picture’ you can see in your head) and lots of courage is needed just to start sailing into the unpredictable embrace of new waters. But the satisfaction of seeing the magnificent sunset at the end of the journey and to sail towards it is rewarding.