Particle systems are complex 3D procedural generated objects. They are not true objects, but rather a deception of the system to reflect them. Particles are utilized to represent many natural-occurring phenomenon such as clouds, flames, dust, smoke, water, and many other elements that have unique attributes and are often dynamic rather than static. I utilized a 3DS Max 2012 plug-in known as Caveman for the creation and manipulation of the flames. Overall, considering my lack of skill with particle systems and their complexity, I am pleased with the end result aside from the end of the smoke particle lifespan issues. Nothing a little tweaking won't solve.
My name is Joshua L. Burns. This is my blog. Simple enough, yes? I use this little corner of the Internet to maintain my portfolio and any other career-related happenings. Stay tuned!
Wednesday, March 28, 2012
Sunday, March 25, 2012
3D Character Model
Character modeling is a staple of 3D art and animation, regardless of what chosen career field. This was a request made by a client to model a concept 2D character that they designed and sketched. At the time of creation, I was still unfamiliar with a majority of 3DS Max's various tools and systems that are normally implemented into model creation. That being said, this model is polygon heavy and is yet to be rigged, skinned, and ready for animation. All of the above are on my to-do list as priority as soon as time is allotted, possibly even a complete reworking of the model to favor something more efficient.
Saturday, March 24, 2012
3D Physics-Based Animation
Physics-based simulations are a staple of 3D animation. It is a core component and fundamental to understand the concepts utilized. Simulations are real-time animations ran based on the physics of the virtual worlds that were established through variables such as mass, gravity, surface fiction, and many others. This is my first foray into learning such fundamentals utilizing 3DS Max 2012, as well as a plug-in known as PullItDown to generate procedural destruction of the tower based on collisional circumstance.
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