I think we all know about the fairly recent boom in Minecraft's popularity once again, but this time around it's a little bit different. Back in the early days of Minecraft it was really different from the game it is today. The original creator, Notch, went about updating much differently than the company now owning Minecraft, Mojang. Back when it was owned by Notch features were much more limited than they are today. Since then new biomes, mobs, and other features have been added. I think part of what adds to the recent spike in players of course cn=an be credited to influencers online that have entertained "the youth" with their Minecraft videos, but I think most people who were convinced they should get back on are those who remember the days when turtles, pandas, and polar bears didn't exist yet. All the new features combined with the media recognition are the main reasons, in my opinion that Minecraft is gaining back so many players. And do I think everyone is going to continue playing for a while? No. But I do think if updates like the upcoming Nether Update are being introduced to keep us entertained, then most people will.
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This past unit we have been working with compound objects such as ProBoolean, ProCutter, Loft, and Scatter. These are all pretty simple concepts to learn, but knowing about them can really increase the variety of objects you can make, and how efficiently you can make them. After my last modeling project, I've found that the tools I m likely to use the most in the future will be Loft, ProBoolean, and ProCutter. I think this is in part because they are useful in most situations, especially ProBoolean, since you can attach, merge, subtract, and more, so the functionality is very good. Although this unit wasn't bad and I got to learn about new modeling tools, I am most excited for next unit because we can learn about textures, materials, maps, and shaders. This is exciting because they are an important part of what brings your model to life. Most of all, I'm hoping to be able to combine this past unit's techniques with that of the upcoming unit to make more realistic models.
this unit we have been working with compound objects, making me familiar with a lot of new tools and their functions. A lot of these have been useful, however, some I don't see myself using often. In my last post I discussed the ProBoolean and Boolean tools, and since that post I have actually found myself using it more often than I had originally thought I would. It is useful when you want to quickly create a new shape, and it can create many new shapes just by using two. Subtraction has been the most helpful and is what I typically use Boolean for. Next we learned about Blobmesh which had some perks, but most of the time looked a bit off to say the least. It's difficult to make this tool look good and you have less control over the final product than I would prefer. There are other roundabout ways to get the kind of liquidy effect this tool claims to make that use a much less frustrating process. The loft tool has been really easy and efficient to work with. I can see it being useful in many situations as you simply need a shape and a path to make a new object. Interesting designs can be made with this tool and other modifiers on top of it, so I expect to continue using it. Procutter is definitely useful, especially for making signs, due to being able to imprint or attach the shapes you want. These are some of the compound object tools we learned about this unit, most of which I will continue to use in the future.
In summary:
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About meI am a Senior at DSA and currently taking the Advanced Game Art and Design course. I enjoy playing video games and drawing in my free time. The opinions expressed within this blog are my own, and do not reflect that of Durham School of the Arts of Durham Public Schools Archives
May 2022
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