3D pipeline consists of a variety of steps which can be categorised pre production, production and post production as follows
(“3D Animation: Week 1”)
as we discussed before pre production is what happens before any real animation takes place. for our pre production we were suppose to sketch different views and perspective of our object that is a treasure chest these are called model sheets which consist of different angled views of the object we model before we even start modeling.
example of model sheet(*, 2008)
One of my sketches of the treasure chest
so I made about 9 sketches out of which we choose 1 and then starts the 3d modeling. This is the first time I am actually doing any 3d modeling so it was a little overwhelming as the 4 different view and 3 axis instead of two it was hard to understand and move around. after a few times I had used 3ds max I learnt a few shortcuts for example how to move around with the alt and hold click and how to view different views for example:
- F for front view
- T for top view
- B for bottom view
and so on, the first few tools we use is of course the shapes making the 3d shapes as I have only worked on the 2d softwares like illustrator and photoshop my 2d objects were now replaced by 3d objects for example square with cube, circle to sphere, rectangle to cuboid and so on.
in the first class we focused on designed a room which honestly didn’t interest me as much as I couldn’t add much detail as I has no idea about the editable poly or modifier, our second assignment was to use the modifier and its tools to make detailed objects the first thing. we do after going to a modifier is to choose one of the 5 parts that we can alter which are:
- line segment
Once you start using 3ds max after a few days you get a hang of it as you use it more you learn more short cut like W is using to select the moving tool E is used for rotation and R is used for scaling.
- connect – to add more loops or segments in a 3d shape
- extrude – to extrude inward or outward from one shape
- inset – to make a smaller version of the deleted plane
- chamfer – give curvature
and many more, for my modeling for the chest i started with a cuboid making a few connects vertically and horizontally to achieve the curved kind of top. the treasure chest modeling was very hard for me first problem i faced was i had to many polygons as my chest design was a little complicated it ended up having alot of polygons, so i started over and made a new treasure chest this time using a cuboid base and a cylinder for the top splitting it in half and then adding the other details.
the reason i had such huge problems and had to start over was because i kept adding extra polygons when i could have worked with lesser polygons as i kept thinking my treasure chest is a little complicated so its okay but it just created more problem and i had to start over and had to make another one but was careful about the number of polygons this time.