Jason Pook's Games Design Blog

3d Realisation- Software Introduction (13/11/13)

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We have been introduced to new software in 3D Realisation today, a multiple of software names were mentioned which we could come across in 3D realisation such as: Maya, Z Brush, Sculptress, Madbox, Lightwave, Daz, Blender, Unity, UDK and many more. But today we have been introduced to 3DS MAX a software which happens to be free for all of us students, a massive bonus for us as we can work more at home on our models. Our tutor asked for a show of hands at how many students have experience in using 3D software in general, only 4 hands were raised as although I have made a roll-a-ball game in unity recently I wouldnt class it as much experience in 3D Software.3ds

Before being allowed to experiment with the software Paul took us through the basics of 3DS MAX which are the fundamentals that I need to know when using this software. This was a dot is a vertex, a vertex is a single point in 3D; then an edge which is a line in 3D with a vertex at either end, a tripolygon which is a triangle which is used to render objects and items in the software, and then a quad polygon which is the same as a tripolygon but with 4 vertexes to make a square (this is the one that we will be working with). We will be working primarily in quadpolygons because we need to model in them so that when we import a model into UDK it will turn all of them into tripolygons itself, as UDK likes to do that itself and unless you have a huge understanding of where tripolygons should and shouldnt be in UDK then just do it in quadpolygons and let UDK do the seperating. And then if you need it back in orginal form as something has gone wrong Blender has a tool to change tripolygons to quadpolygons. The more polys you have the higher the detail will be in your model, my 3D artist i chose Tor Frick used 69000 tripolys to make the Datacore (see other blog).

Whilst we was waiting for Paul to print the next sheet which would be a tutorial on making a crate in 3DS MAX, we had to read a “user interface and navigation” worksheet booklet to make sure that we know the basics of how to get around and work 3DS MAX including useful tools and tabs we will come across such as Orbit, Display Tab and Modify Tab. Once we all had at least one read through of the navigation and user interface sheet, we was handed another worksheet titled “Your First Model” which instructed us to build a crate by modelling, unwrapping and then texturing it. To begin we had to create a box and specifically model it to a set size given by us, which was each dimension set to 50. Next in the command panel we have the modify tab which I had to right-click on my box to make it into an editable poly, this will enable a whole range of new options to appear in the modify tab so i can advance to the next step. Using CTRL and then clicking the face of the side of the space it selected that side or sides to be able to be modified. This lead to using Inset (as a by polygon) of 5.0 and then extruding the shape as -2.0 this created the crate effect.3dsmax cube progress

This was the process of the crate where i have purposely selected the extruded faces to show you that the crate has been done successfully.

Addition things we could try was doing the top and bottom of the crate inset and extruded aswell which required the exact same process as the rest of the sides. renaming the box from box001 to crate 001 which was extremely easy as it was at the top of the command panel in the modify tab. Then finally an option to put a texture onto your shape of your choice this I came across some minor problems with as when rendered my first texture I chose which was polished chrome you could barely see as I had not entered any light source, but I quickly reverted to a stone texture so it rendered well. Also when choosing my texture I had a problem with getting the texture onto the box this was due to my rending settings, I had to edit my render settings to put it onto mental ray so it can texture and render properly.

3ds max rendering stone

Here is this finished rendered product in the bottom left of the picture with the textured orignal shape on the right and the texture selection in the top left behind the render. After this I experimented with other shapes using the same techniques to find out which shapes it would work with i had success with a pyramid but the sphere wouldn’t work.

Author: Jason Pook 3D

Current student at Hull School of Art and Design studying Games Design.

One thought on “3d Realisation- Software Introduction (13/11/13)

  1. Pingback: My week 11/30/2013 **TIME MANAGEMENT** Are you a Starving Artist? | Nick "Pixel Attack" Guardiola

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