Surprisingly, Unity is a lot easier to use than I remember it being. Maybe it's because of the new update, or maybe I was a lot better at using it than I remember, but it was surprisingly simple to just jump right back into it from where I left off almost half a year ago. Even coding, which I thought would be a massive pain, was really simple when I figured out how to use the GetComponent command for depreciated items. Something that I've found really helpful is that C Sharp seems to automatically map your movement buttons to WASD and the arrow keys without you having to manually set that up yourself, which I remember being difficult when I first tried to do it. There's always the possibility of course, that the feature was always in the program and I'm just remembering it wrong, which now that I think about it, is probably the case. The hardest thing for me right now would probably be trying to get my game physics to work properly, which is surprisingly a lot harder than it sounds. The tutorials have been really helpful when it comes to getting the basics back down, and I actually feel somewhat confident that I'll be able to make my own game after I complete all of them. The game isn't going to be overly complex of course, the last group project proved that doing something like that is beyond my capabilities as of right now, but at least it'll be functional. Hopefully. Maybe.
Some Useful Tutorials That Helped Me Out: C Sharp Coding MORE C Sharp Coding Because I Needed It Some New Features In Unity That Will Probably Be Useful At Some Point
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After almost three months and several delays, the project that I've been working on is finally almost fully complete. My part of it has been done for a while now, but the person I've been collaborating with has been having problems. First with their internet, then with their computer itself, and I'd be lying if I tried to say that I haven't been frustrated. I only need one more thing from them, and if everything goes right, the project should be done by the end of the week. I'm extremely proud of it to be completely honest, and it's actually given me confidence to continue in the field that I want to pursue. I refuse to spoil what the project is until it's actually done, because I've learned in the past that promising people that you're going to make something and hyping it up only leads to them constantly pestering you about whether or not it's done, and I haven't been in the mood for that kind of badgering for months. Getting this project finished will be a life-changing experience for me, especially once I start marketing and spreading it around. Even if it doesn't reach huge amounts of success, it'll still be enough to reaffirm the idea to myself and anyone who may have doubted me that this path is actually right for me, and that's something that I think is incredibly important.
Some things that helped me do research on my project Flaws to make a character realistic Bad writing index Formatting tutorial Ok, so I haven't used 3dsmax since god knows when, and coming back to it in the beginning of the third quarter was a nightmare for a few minutes until I started remembering what things actually do. I'm not that good at 3d modeling or modeling in general but rigging and animating is easy enough (when it doesn't crash). I only really needed to look at one tutorial video to get back into the swing of things. After becoming reacquainted with the program, I've really come to appreciate how much of a help the different perspective modes are when trying to apply bones to something, and figuring out that I can activate a layers panel like in Photoshop also made the program a lot easier to use than I remember. Adobe Fuse makes creating characters to model incredibly simple, even if the clothes you can add to your created characters makes it more difficult to properly rig the bones. Things started out pretty easy, but I know that it's pretty much guaranteed to get more difficult with each assignment. That's how it always is when it comes to 3dsmax.
On another note, Adobe Fuse is pretty interesting. It seems that they keep pumping out more and more experimental software, but since this one helps with modeling I can't really complain too much. I'm especially impressed with the level of customization on offer there, and it kind of reminds me of some of the best elements of character creation menus from different video games. You can make something either completely normal or a complete abomination thanks to all of the settings you can change. I tended to stick to something more normal, as trying to rig someone with giant hands, feet, and other odd proportions is a lot more time consuming than it's actually worth. Videos that helped me get back into 3dsmax: Rigging a character Animating Exporting an animaton |
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