The first semester is coming to an end, which means we're already half way through the school year. As always winter weather has caused some confusion and thrown me slightly off track in terms of grades. However, due to my experience last year with snow days and long breaks, I was much better prepared this year for such inconveniences. For the most part my grades stayed solid while we were constantly going on and off of school, and I am proud of that. As for the rest of the weeks we've been in school they flew by. Just like last year nothing fun has happened yet and I still have only one friend, on the bright side though I did not lose my only friend. My workflow has been steady in all classes including this one, so I have nothing to complain about, and many of our recent assignments have been pretty easy to do. Working on the project has been fun, especially adding the extra effects such as fire for the explosions, but I don't know if I'll be able to render it on time. I spent all class today rendering my project and it only finished about 5% of the animation. Overall though it has been a pretty good semester so far in all of my classes and I hope the rest of the year does not get more stressful.
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Doom is a first-person shooter game developed by id Software and published by Bethesda. It is technically the fourth Doom, but since it was the first new major release since Doom 3 in 2004, it was just called Doom. Many people praise Doom for its heavy metal soundtrack that fits right into the gameplay and adapts to player actions. Personally I think it is more of a personal preference thing, but in my opinion the soundtrack was great. There is no ability to sprint in Doom, instead the player is naturally pretty fast but can move slower, making the gameplay free-flowing and action-packed. Most of the gameplay consisted of going room to room killing demons, which had enough variety to not be monotonous, and an additional boss fight every once in a while. As you progress you gather more weapons and upgrades for those weapons as well your character. There are many secret rooms to be found in Doom, including easter egg rooms with graphics resembling those of the first Doom. I don't normally 100% games so I only found a few of these secrets, but I appreciated the option to gain extra upgrades if I were to look for them. The two major problems I have with Doom are the length of the game and finisher executions. After hearing all of the great reviews of Doom I was hoping for an action-packed demon killing experience with crazy good music. Unfortunately though, this adventure only lasted for eight hours. I played Doom in just three sittings, in the first sitting I got used to the feel of Doom and obtained most of the weapons. In the second sitting I beat the first two bosses and figured I should only be about a tenth of the way through. In my third and final sitting I beat the final boss and was awestruck at how short of a campaign Doom had to offer. My amount of disappointment was immeasurable and my day was ruined, I thought that because Doom is mostly a single-player game that it would have a lot to offer, but it really came short of my expectations. As for the finisher executions, their animations were really good however playing the exact same note every single time I executed a demon got redundant and took away from the amazing soundtrack. Of course that is just a minor issue, but it still took away from the overall experience. I'm not even going to mention the multiplayer because I did not play it nor have high expectations for it. Therefore, overall I'd give Doom a 7/10 due to the extremely small amount of content for what could have been such a great game. As I said it was very disappointing to reach the end so quickly, and thus I can't give it the score it should have deserved.
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Recently we've been learning new techniques to make more complex 3D models and scenes. Many of these new techniques make models look or act much more realistic than they really are. For example, using mental ray caused our objects to look very realistic with textures and shading we had never used before. We've also learned how to use MassFX, which creates a realistic simulation of physics. In the next few months we will probably be making much more realistic 3D models and scenes now that we know how to do so. I hope to use MassFX more often in future assignments because it was fun to work with and never caused any problems for me. We also used it to make animations rather than scenes, which allow for much more creative work to be done. Whenever we make animations I like to add small extra details wherever I can just for the fun of it. Mental ray was interesting, but it was removed in the new version of 3DS Max and took a while to render a single image, so I don't think we'd be using it in animations anyways. The cloth modifier generally did not work for me so I hope we don't use it much in the future, it always found some way to mess up a perfectly normal simulation. Working on our current project has been fun so far because it includes most of the new modeling techniques we have learned about. Hopefully they all come together to make an interesting and active simulation, but it will take some time to make them do so. It would be interesting if other assignments in the future also included several modeling techniques, just as long as they aren't as complicated as this one.
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AuthorMy name is Andrew Prichard and the this is my first digital arts class, I look forward to a good year with lots of hard work. Archives
May 2021
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Last updated 5/14/21
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