Compound Objects are a subset of tools in 3DS Max that are used to combine or create two or more objects into one. Examples of this are Boolean and Proboolean, which are used to combine two shapes in some way- Be it combining them, removing one's volume from the other, or removing the intersecting volume. That in itself is incredibly useful, but my favorite tool of the few that we've used so far has to be the terrain tool.
The terrain tool isn't as versatile as something like Boolean, but what for what it is, it is amazing. You create contour lines using 2D splines, and then use the terrain tool to create terrain shaped to those contour lines. It's perfect for something like a video game scene, or to just create a mountain if you're bored. The tool has options that affect how it's shaped, and how smooth it is. The simple fact that it uses contour lines makes it so much more efficient and easy to use than it would be otherwise. You can make the walls sheer and flat, or gradual, much like a hill. You can choose to add more polygons, cramping computer resources, but making it slightly smoother, and possibly some weird geometry. All in all, the terrain tool is one of my favorite things to use in 3DS Max. It's sheer efficiency and ease of access makes it simple to pick up on the spot, and while it's not super versatile like Boolean, Blobmesh, or Scatter, it was made to do one thing, and that thing is to make terrain, which it does indeed do. In Summary...
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Recently in DDA II, we've been creating resumes and revamping our portfolios in an assignment where we apply for a job in the game design field. Part of this was creating some new pieces of art, showcasing our skills relevant to the career we applied for. I came to realize how important portfolios are when applying for a job, especially on in the game design field.
Some things that I changed is that I added an archived works page, to hold all my old pieces of art. It'll help show how I've advanced and grown throughout my high school career, and I think that it's a neat addition. In my research for this post, I came along some great tips for making a professional portfolio- things like only only including professional-level art that you want people to see, cutting away distractions, and making navigation clear and easy are what comes to mind first. I believe that my portfolio looks good, and works well as it is, but it's helpful to keep these tips in mind for the future. I've recently been getting into making art pieces more often, and of a higher quality. I've upped my standards, and while I still don't think I'm a great artist, I've definitely improved. I think that sketching and conceptualization of characters is my biggest strength so far, and I think that'll be a useful skill for this portfolio. All in all, a good portfolio has high-quality, relevant artwork, is easy to use and navigate, and should be simplistic, cutting away useless excess from the overall design. Summary - I have been creating a resume and cover letter for a class assignment - I have been working on revamping my portfolio with new art Sources “Is Your Online Art Portfolio Lacking? Get Advice, Inspiration from 7 Professionals.” Game Industry Career Guide, www.gameindustrycareerguide.com/building-artist-portfolio-site/. “Your Game Portfolio Is Your Greatest Asset.” GamesIndustry.biz, www.gamesindustry.biz/articles/2014-04-30-your-game-portfolio-is-your-greatest-asset. New York Film Academy. “How To Create A Game Design Portfolio That Stands Out.” Student Resources, 30 May 2018, www.nyfa.edu/student-resources/how-to-create-a-game-design-portfolio-that-stands-out/.
Above, you can see the sketch/pose for one of my pieces. It's rough and simple, but as I'm just starting out, I think that's okay. My process of drawing goes like this: I think of a character design, involving something unique or special, setting that design apart from other pieces similar to it. In this case, the final piece will be fairly generic; but I usually try to think of something to set it apart from other's work. Next, I think of a pose that the character will be in. In this case, the character is at the ready- In the final piece, his arms and legs will be obscured by a cloak, giving him a mysterious and foreboding appearance, contrasting to his vaguely cartoonish face. Next, I draw in the final lines on a separate layer, to act as a guide for the rest of the piece. This is part where I also draw in the rough face- In this case, the character will have a large nose, and a massive, dwarvish beard, including an even bigger handlebar mustache.
Next, I color it in, and add some shading. This part is the easiest- I just put on some music, and stay in between the lines, which is a little bit harder than normal, since I'm using a mouse and keyboard. Shading is the part I like most. My preferred style is to draw in monochrome- I don't usually use much color. I'm not a very talented artist, and so I think that avoiding color (for now) makes my pieces look better. In summary: - I enjoy drawing characters and making up designs for them. - My process is pretty standard; I don't deviate too much from the normal drawing process. - My format is a little bit different from some, as I draw in different shades of one color. |
AuthorHi! I'm Thomas MacDougall, a sophomore at DSA. Here you can check out my thoughts and recent activities. Please note that the 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. Archives
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