As I write this, it marks one more week until the quarter ends. I truly have enjoyed this topic and this class, and hope to do more similar things in the future. Something I learned is that learning to use resources and not going crazy with the amount of primitives you make can really freshen up your model. Modifiers are really useful, especially if you want to make your model look more complex, and surface modeling can help lessen the amount of pieces that make up a model. The artworks I have chosen may have not been the greatest thing the world has ever seen, but I am really proud of them, since I have never worked with a modeling software before. I came to a realization that my art does not have to be amazing, but it has to be amazing for me. They also showed how comfortable I started getting with the whole modeling process, my models becoming more and more complex as time went on. While I dont think I will have a professinal career in modeling, taking it up as a hobby has always been an option for me. With my mindset now of one of clever thinking and simpifying things, I can work better in other softwares and work with other digital media, such as photoshop. This can lead to my improvment in this art genre and perhaps creating something that will inspire the generation underneath me. That is one of my goals, to create something worth remembering. I think that I will work hard towards it by thinking, planning, and creating whatever it is that comes to mind. My modeling will then get better and maybe I can go with impressing more than just myself. I still have a lot of work to do, but what is life without work. Awfully dull is you ask me. Eventually, I think, my work will something I and the world will both enjoy.
0 Comments
When I began this project, I had many ideas and of how the land was going to look like. I created some hills and placed a little river in the scene, and then I was faced with how the flowers, rocks, and mushrooms were going to be placed. I started with just putting them in randomly, but later changed them so they were more evenly spaced and not blocking one another one I decided what angle I was going to render the scene from. When having a lot of models, its easy to get overcrowded, so I had to change the direction many things were facing as well as their location to make it look a little better. For example, I originally had a bunch of things on the mountain side of the river, but had to move them because they blocked each other. I used a lot of surface modeling on the mushrooms, since you needed to taper them and use the vertices very specifically, and I also used it on the river and land. The land was to make hills, and in the river I tried to create an uneven pattern so I wasnt all even. Sometimes, I didint get it how I wanted to, and I had to do it over and over again till I got it. I used modifiers especially on rocks, because it is what it gives them most of their shape. With modifiers you can make something look rnadom and uneven in just a couple of seconds, truly cutting the workload. I also used modifiers on the top of the mushrooms, like Noise, to make them seem more realistic. I expiremented with the modifiers they told us to use, but I also tried incorporating Bend. I used edit poly to edit the rocks sometimes and often messed with the numbers in Noise to see what they would do. My favorite is the Rougness option, which makes things look rougher but more crystalized. I think this caused the project to look more unique, and I think that is what truly matters in art. I think my scene achieved the desired level of cohesion because I worked hard on it and tried as many unique things that came to mind, like the river sunken into the ground. Some chnges I would do is spend more time on my bug, since I didint really have any more ideas for it. Maybe I could make more that were different shapes and sizes. Overall, though, this was really pleasant project and I enjoyed it a lot.
Flowers, Mushrooms, and Rocks. All a lot more complicated than someone would think. Some of them, like Mushrooms and Rocks, can be made using just a sphere or a cylinder, but flowers, being more complex, need several primitives to make them up. Creating the flowers were probably one of the hardest to make, since there were many parts I needed to keep track of. This is why it is so impotant to name your peices so you know what you are moving, especially when you import a model into another file. I tried messing around with the petals for the last flower, bringing them out and making them more 3d. While it was cool, some angles looked a little wierd, but I will try to make them better in the future with more expirementing. The mushrooms were the first things I started with, and I found it cool how MeshSmooth and and Noise modifiers added the smooth look and randomness to the mushroom. I expiremented with their heights and sometimes smooshed them. Last but not least, I made some rocks. Some I tried modifying the shape while it was still a sphere, and others I switched right to the modifiers. These were probably the easiest to do, since the only thing there was to it was to enter some numbers and viola!, I had a rock. Using roughness created the rock on the far left, that looks a little like a crystal, and using MeshSmooth on the other rocks caused them to look more like river rocks. With all this skills learned, I am excited to apply them in making more 3d flowers, creating mushrooms in all shapes in sizes, and rocks that nobody even dreamed of before. With these modifiers added to my tool belt, I can now modify other models and make them more random, especially if Im making something in nature. This leasson would be better if we learned how to make the flower petals look even more liflike and popping out towards you. Other than that this was a very pleasant project. |
Disclaimer StatementThe views and opinions expressed in this blog are solely those of the author and do not represent those of Chapel Hill HS or Chapel Hill-Carrboro City Schools. Categories
All
Archives
April 2024
|