About the authorMy name is Marquise Deal, sophomore at Durham School of the Arts.
Disclaimer: " views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.")
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To be completely honest, I have not yet worked with Simulations all but one time. I created a basic tiger clothed pillow for my portfolio. It was straight forward and easy too use. But I was asked the question, what simulation tools and techniques do you think you would get the most use out of in creating a video game and why? Daylight Systems & Cloth System would be used honestly. Lets start with the Cloth System and lets say we're making a superhero and villain video game. You need costumes/clothing for the characters, and using the cloth system would give them realistic fabric clothing and then you can add material you designed in Photoshop for the characters costume/clothing. Now unless our game is set in night for the entirety of the game. We need to simulate our scene from day to night. The Daylight System helps model the transition from night to day or day to night and any type of atmospheric changes. Summaries;
“Simulations and Effects ” Autodesk Support & Learning, 15 June 2017. “Sunlight and Daylight Systems” Autodesk Support & Learning, 5 Dec. 2017.
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Which modeling technique do I prefer and why ? I prefer using Surface Modeling, because it requires less math and is I feel like there is more freedom when working with Surface Modeling. While Parametric is more accurate and what not, Surface is just more easier for some starting out in 3ds Max. Surface Modeling vs Parametric ModelingLets start with explaining the two modeling techniques, Surface Modeling is working with sub-objects such as vertex, edge, border and polygon. You use this sub-objects to edit the surface of a primitive. Here's a example, lets say you wanted to make a dice and want the edges rounded. You would convert the cube to a editable and then select the vertex sub-object and chamfer the vertex on all the points of the cube. Surface Modeling also works with combing and grouping objects. Now, geometric (parametric) modeling is creating precise measurements for primitives then modifying the current parameters. Another thing with working with Parametric Modeling is the symmetrical modifier, any edits made on the original side is applied to the other. Let say you made a car, you of course wouldn't model the whole thing that's time consuming. You model of half and then use the symmetrical modifier and mirror the original half of the car.
Summary;
knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/3DSMax/files/GUID-C7F01818-502C-499B-8FD5-1F6742298DC7-htm.html app.schoology.com/page/1640613233 app.schoology.com/page/1650368740 |
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