This quarter in digital art has been different from all other quarters in digital art. There is no longer a late penalty for any assignment, however assignments take very long to complete. With these new assignments it is very important to follow the instructions, especially because the rubric is just there to split up the grade into three sections. It is also important to turn in your pre-production work before your actual production work, or you will get a zero for the pre-production portion. All in all I think the new layout of assignments is fair because even though they take longer they have no late penalty. They also require more work and attention to detail, which helps to grasp the material better. In order to still complete my assignments in a timely manner I make an end goal for each day's work, which is usually just the next step in the assignment. Sometimes I don't finish the entire pre-production or especially the production within one class period, but I also have a plan for working with each individual step of the assignment. I make checkpoints that I'd like to reach by the end of class each day so that I can work efficiently and stay on track, and for the most part they have worked so far. The box assignment was the only assignment where some of my checkpoints didn't work so well because I hadn't planned the amount of time it'd take to make an orthographic sketch of the Yahtzee box. Everything turned out fine though because now with no late penalty I have nothing to stress about and can focus on quality over just turning the assignment in.
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Honestly it still feels like quarter three just started, as it always does when you realize half of the quarter has already passed. Probably because of all of the weather and holidays that I think occurred in quarter three. It has been quite hard to remember things since quarter three has started but that's most likely due to my bad study habits. Usually I do my homework at school or right when I get home from school so that I don't have to worry about it later in the night. Recently though I've been starting my homework at two in the morning and going to bed at three in the morning. I don't have any excuse for this new habit besides the fact that I enjoy using my free time much more than some other kids. Essentially this gives me nine hours of free time each day, with eight spent at school, two spent doing homework and getting to school, and five spent sleeping. The only problem with this lifestyle is that it has been getting more and more destructive. Of course by the time lunch comes around I'm fine, but before that I'm going in and out of sleep. The problem has only gotten worse as time goes on, with me going to bed later and sleeping through more of each period. On the bright side though, my grades in every class are fine and I'm getting all of my work done on time. I've started to break this habit by starting my homework whenever my friends go to bed, but that still means starting my homework at one in the morning. Hopefully I can return my schedule back to normal, but as advice it is not worth the extra free time for the time lost in class.
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So far I have enjoyed UVW mapping much more than working with textures and shaders because it allows for much more realistic models of real life objects. Textures and shaders were nice, but they could take a while to render, whereas I haven't had any problems with UVW mapping so far. The most difficult part about working with them is actually applying the images to each material and showing each material in the viewport. It isn't really a difficult process, but it is tedious and used a lot of my time for the box assignment. Each time I wanted to add a new image to a side I would have to add a standard material then add a bitmap for that material and show it in the viewport as I backed out to the parent material. Of course because there are six sides to a box I had to do this six times, as well as readjust the image if it was rotated incorrectly each time. I was most surprised with how realistic the final result was when rendered because it is shown as quite blurry in the viewport, but the render sharpens the images. It was also interesting to use the composite material editor instead of the slate, but it wasn't hard to adjust to. The main difference was that the material previews were displayed on top and editing was done below. So all in all I didn't find the transition to UVW mapping all that difficult, besides the huge amount of time it has taken me to complete a single assignment.
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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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