questions:
1. what does industry standard software mean?
2. Give examples of some games made using 3DS Max.
3. Find 2 alternate software created by Autodesk and briefly describe their functions.
4. Describe the difference/s between solid modelling and surface modeling
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Industry standard software is the software used commonly within an industry.
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Some notable games using content made in 3DS max include, but are not limited to: Black Ops III, Halo Wars 2, Mirror’s Edge Catalyst, For Honour, and Watch Dogs 2
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2 alternate products made by Autodesk are Maya, which is used for 3D animation and rendering for films and games, as well as Fusion 360 which is a CAD/CAM/CAE software for product design
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Solid modelling is characterised by the abilities to intersect, join and subtract objects from solid models. Surface modelling is manipulating the external properties of an object.
3DS max Interface

Penthouse


1) this is the section with more tools to do specific things such as toggle movement snap, render objects, etc
2) these are the tools used to create simple and complex shapes, as well as editing said shapes and making new ones. this is the primary tool you will use
3) This is the kit used for navigating around while creating models and allows for more precise movements
4) This is the tab used for things to do with animated effects that may of been placed on your models
Sketches

This is my fan art based on the character 'Excalibur' from the free to play game 'Warframe' and his upgraded version, 'Umbra'. I decided to draw his default version sliding with 'Aklato' dual pistols towards the viewer, as well as his 'Umbral' variant wielding his 'Skijati' katana. I also decided to draw the side view of his default helmet to improve the viewers impression of the character.
Polygon experiments
This model was made by enabling 'editable poly' and tinkering with the edges, faces, and corners to make strange shapes and forms on the model. doing this has helped improve on using these tools

Chair model
This was the chair I was tasked with making based on a reference image in 15 minutes.
Spline models

These shapes and models were created using the spline tool in 3DS Max. I have found this tool to be useful when making any round or curved objects.

This was the lamp that, like the chair, I was tasked with creating as close to the reference image as possible within 15 minutes

textured objects
This is a box of cereal i was tasked with making and texturing in under 15 minutes. i found a net of a cereal box and placed in Photoshop, then I cut it up and placed each side on each face of a separate blank net. I then saved this net as a TGA file and placed it on the blank box in 3DS Max.
3DS Max Isometric interiors

with my first interior, I decided to create a sort of bedroom, with a detailed space dedicated to technology. while creating this, I first started with the basic shape of the room before moving onto adding the vague placement and size of the furniture. next, I proceeded to add more detail to the furniture, adding the monitors, keyboards, and even adding a PC under the desk. later I decided I wanted a sort of data port, that would have wires running into the pc via the wall. I did this using the spline tool and placing the 'sweep' modifier on the lines to make them more 3D. I then created a basic stool, with a simple but somewhat ergonomic backrest on it. finally, I added a light source above the interior and dimmed its brightness to give it a almost erratic and intense feel

for my second interior I decided to create a kind of futuristic club with a lounge-like area. like the first interior, I started off by creating the basic shape of the room and placing rough objects to represent where I wanted the furniture to go. I then built off of this rough layout and added the cage, seating, and set of speakers with their access terminal. I then proceeded to place the dance floor and add a grid to it to give it a neon sort of look. I then created a holographic projector that displays an image of a audio waveform, which fits the club theme. for the lounge, I added a table with a display on it that is suspended from the ceiling via a hydraulic arm, which would retract into the ceiling when not in use. finally, I added textures to the floor and walls to make the whole interior look better.


With the PC in this interior, i used splines with the 'sweep' modifier on to create the pipes and wires. I also used cylinders to add detail to the motherboard. Furthermore, I placed a glowing texture on the pipe and wires to make them stand out more


To create the speakers in my second interior, I drew the shape of half a speaker with a spline, then applied the 'lathe' modifier to rotate the shape around a point, creating the speaker. i then placed them in coloured cylinders which i shrunk down and flattened out.
To create the table in the second interior, i created two domes and cut one at an angle then placed them together to make a sort of dashboard. i used cylinders for the arms that are suspending the table, and cones attached to spheres to create the joints.
to create the projector in my second interior i used spline to create the frame of the 'projection' and applied a glowing texture to it to make it look like beams of light. i then got the texture for an audio waveform and made a copy with a white background, and one with a black one. i then placed the two images on a plane to make it transparent, except for the audio waveform itself. the end result is an interesting looking detail in the interior

for my third interior, I decided to create a futuristic personal quarters of sorts, like something you might see in a sci-fi space ship. first, like the first two interiors, I created the shape of the room and use the Boolean tool to create the space for the bed. I then created the desk and server block and place a monitor on top of the desk. I then created a sort of PC on top of the blocky part of the desk. next, I created the chair by drawing its figure with the spline tool and then made it a shape by using the sweep tool and then scaling it to be wider. then I added a set of wires coming out of the server block and running into a screen on the wall. finally I used a wood texture for the floor and a white concrete for the wall.
To create the chair in the third and final interior, i drew the shape of it with the spline tool then applied the 'sweep' modifier to it. then, I increased its width so it would look more like a chair instead of the outline of one.


these are the responses I got from the questions I sent to people via discord. the responses helped me look at my interiors and realise what things I could improve upon as well as see what areas were lacking and vice versa