3D Modeling Concepts Course Evaluation

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3D Modeling Concepts Course Evaluation

I learned a lot about 3D modeling and ways it can be used. The class first started on September 6, where I was introduced to Klee Miller, a man that actually had worked on a motion picture, The Polar Express. I have to say, I was quite impressed, considering that's what I wanted to get into at the time. I came to University thinking that I wanted to work a lot with 3Ds Max and create many special features for movies, such as Klee Miller did, but now things have changed. As you can tell, in this essay I'm going to be brutally honest about my entire experience in this class. I feel that is the only way I can truly write this essay.

The class first started out by teaching us the history of 3D modeling and how it was first used in movies such as "Superman" and "Terminator 2". This definitely had my attention, considering I wanted to do exactly what we were talking about, or I did. We then moved into actually modeling things in the 3Ds Max program. Talking about such things as making basic shapes like circles and squares. We also learned how they were polygons, and how each object can be changed by adjusting the smaller polys within it. All this was so new to me and frankly quite boring. I mean making circles and squares were cool to me when I was in first grade, but being reintroduced to them while in college just didn't have enough going for it to keep my interest. Thus my attention span started to decrease a tad. But then we went into one of the subjects that I did find to be very interesting indeed.

Next we talked about how you could put a "skin" like feature overtop of your models. I became quite interested in this because without a good skin to your model, it's just bland and hold's no real life characteristics. Because real life has things are alive and vibrant and when you first begin modeling in 3Ds max, I've noticed that things are dull and boring. You are required to give your objects life, and I learned that you do this with mapping. We learned that there are ways of mapping to have stunning visuals with low poly counts because of different game engines that can handle different amounts of polys.

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