Saturday 18 May 2013

Further research

I have done further research and came across the update of 3ds max which is due to release next year.

It has many new features which could help me in the future if i was to re do my artefacts in the future.

The updates include:

3Ds Max 2014

Offer new solutions to answer today's modern 3D challenges.

The new populate feature saves artists time

Significantly enhanced and more efficient Particle Flow toolset

Performance-enhanced viewport that now supports MS DirectX 11 shaders.


These are the main updates that could of helped me in the future. For example the populate feature will generate models of people easily into a scene. I could of used this in my second artefact when creating a dark scene. I talked about how moonlight is more convincing when it de-saturated the human skin tone. This could of changed my feedback that I received when asking my audience which version of the night scene they preferred I think that if I added a person into the scene and made the moonlight de-saturate the skin tone. This would of proven my fact more and maybe the results of my questionnaire would have varied. The reason I didn't create my own model person is that it would take too long to create. As I wanted all of my artefact to only contain models that I created, I didn't want to download a character from the internet. I wanted to keep all of my artefacts 100% of my own work and creations. Overall I am still very happy with the outcome of that artefact as it taught me different effects of night scenes and also the proprieties of moonlight and also audiences perception of night time scenes which will defiantly help me in the future.

Another useful update that could have helped me this time around is the enhanced and more efficient Particle Flow toolset. This could have helped me greatly in my final artefact when creating ash for the cigarette which I modeled. This was one of the biggest challenges I faced within creating 5 of my artefacts. As I explained in my Viva Voce presentation all of the issues I came across and different methods I tested to perfect this artefact. The end solution was to use particals within 3Ds max to create the ash and then tweak the textures carefully in photoshop. The methods I used were very long and time consuming. With the 3ds max update they are improving visual effects specialists create more sophisticated, realistic, and customised physical simulations in less time. This is the solution to my problem which is much easier and faster.
                                  

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