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I have already made a post discussing the practical uses of Photoshop, but that was a while ago. When I say practical uses, I mean ways in which Photoshop can be used in everyday life to solve problems. As of now, I have used it twice for such reasons and I found it was quite useful in both. (Sorry, I would like to include a picture, but, since these weren’t art pieces, I didn’t use royalty free images.)
About a month ago, my family was talking about getting a new kitchen floor or painting the one we already have. I was opposed to this idea, but agreed to held visualize it. I took a picture of the kitchen and it’s floor and opened it on Photoshop. I selected the floor and moved it to a new layer. I then hid it and put different materials we were considering adding in its place in the place where the floor was. After that, I used blend modes to change the colour of the floor. Photoshop really helped visualize what different floor choices would look like and how hey would compliment the kitchen. A few weeks ago, I was doodling in a notebook and began drawing guitar designs. I drew to outrageous ones (a bat-bass and an electric banjo) and one slightly less outrageous one. It featured an original body shape and a pickup configuration I can’t say I’ve ever seen before. The drawing looked good, but I wondered what it would look like if it was actually made. Naturally, I turned to Photoshop, and began dragging in pictures of guitars. First I took a hollow body semi-electric guitar with a similar body to the one I designed. I used various tools to cut it up and shape it into the body I had designed. I then took a neck I liked and replaced the original neck of the guitar. I then dragged in guitars with pickup sounds I liked and extracted them. I ended up with a single coil Telecaster pickup and the two pickup’s from George Harrison’s “Lucy” Les Paul. I have yet to finish this project, but I plan to make the guitar a little thinner and add tone controls. Unfortunately, it hasn’t turned out exactly as I envisioned it, so I might redo it later on.
It’s been a little under a month since my last post on 3D modeling. At the time, we had learned about primitives and some about subobjects. Since then, we have learned a lot more. After the blog post, we began learning about other modifiers besides the edit poly modifier. In one activity we used modifiers like the taper, noise and mesh smooth modifier to create mushrooms and rocks. The ultimate goal of the activity was to create a scene with mushrooms, flowers and rocks. The mushrooms and rocks weren’t hard to make, but the same cannot be said about the flowers. My first flower took a while, but the second one took even longer. For some reason, one pedal refused to work with the array tool. I thought it was problem with the program, and later the computer, but, after wasting a whole day, I found making a new pedal fixed the issue. This helped teach me how temperamental 3DS Max can be when being used on a computer that isn’t necessarily equipped to handle it.
After learning more about modifiers, we worked with splines a little. I found splines weren’t very difficult to work with, and weren’t very different from what we had done before. After splines, we began working with materials. It took me a little while to get the hang of the material editor. I was a little confused at first, but once I figured the material editor out, I was able to get the activities involving it done fairly quickly. In my last 3D modeling post I discussed how I had enjoyed 3D modeling though I wasn’t used to it. I have grown to enjoy it more and more as I have gotten more used to it and learned more about it.
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AuthorI'm interested in film and animation. The views and opinions expressed in this blog are solely those of the author and do not represent those of Durham School of the Arts or Durham Public Schools.
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