Apply understanding of a range of processes to support media activities.


Raster images Vs vector

Icon challenge

Digital photography

Image manipulation

Prototyping UI





This was first 3D project that we started with Jay. For this project we had to model and texture a box.

We started with creating the box first. To do this we used the cube option so the box would scale evenly when made rather than having to try to freely make a perfectly even one.


From there we went to our modify tab and applied the Unwrap UVW modifier so that we could unwrap the box for texturing.


In the Unwrap window we went to the mapping tab and clicked on the Unfold mapping option so that the map would be lead flat for us to texture. After this we went to the tools tab and clicked render UVW template and saved it to our files.


From there we opened the Template in Photoshop 64 bit and then went to textures.com to find some textures to put on our box. I found some rusted steel creates since everyone else was going for wooden boxes or stone ones. We then went back into Photoshop with are textures and added them to are UV’s and saved them.


After adding the texture to the UV’s we went back into 3ds max and pressing M to bring up the material editor added the new textures to the materials then dragging that material onto are boxes applied the texture.


Candy cane

Our second project was a candy cane.

To start off we created a capsule and added height segments to it. From there we went to our modifier tab and applied the unwrap UVW modifier so that we could edit the UV for texturing. We separated the top and bottom UV’s from the middle so that we could work on each part without going over the other UV.

uv and cap.PNG

From here we     opened the UVW editor and enabled checker pattern so that we would see the checkers on the model so that when we start to edit the UV so that the checkers are square so that the texture doesn’t stretch and distort.


After we edited the UV to fit into the checked area we rendered it and then opened it into Photoshop. Form there we added a white background and red lines to form the stripes on the cane. After that was done we created two squares and lined them up with the UV of the top and bottom of the capsule. We then created Bump and Specular maps for the can by desaturation the original Diffuse map and then adding a fibber filter and changed the levels for the bump and then inverting it for the specular map.

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Once we finished editing the UV and was happy with it we went back to 3Ds Max and opened the compact material editor by press M on the keyboard. In the editor are several spheres that are materials, by dragging are diffuse maps onto one of these it applied the map to the material. Under the materials is another tab called maps, this tab allows you to add your Bump and Specular maps.


Once the maps were all set we applied them to the model and then going back to the modifier tab applied a twist to the model so the texture twister around. after that was done we added a bend modifier and bent it whilst using the limit effect option to form the top handle of the cane and we were done with all the modelling.



From here we animated it so that it would rotate so we could add it to a later project. To do the animation we used 3Ds Max’s built in animation time line and the auto key function. All we had to do was rotate the cane 180 degrees then move the timer along and rotate it again 180 degrees.

This project was very engaging and useful as i can now use the animation feature and unwrap more models. I also learned what each type of map we made dose and what you can do with them to give your project more depth and detail without adding more models. If i were to do this project again i would change how i did the bump map to make it look less bumpy and more smooth as well as changing the specular map so that the cane would look more shiny and andy like.






For this next project we are making pebbles for are Hansel & Gretel E-Books.

For this we started by making a box but this time we used the box option rather than cube as we needed to control height, width and length.


After that we went to Textures.com and got a seamless stone texture and put it into Photoshop. Once we had them in Photoshop we made multiple layer copies so that we could make multiple changes that wouldn’t affect the other layers.


We left the main layer alone to use as are Diffuse map or Diff map. On the other layers we desaturated it so that is was black and white then by pressing Ctrl+L brought up the levels window. Using the levels window we made the dark areas slightly darker and the lighter areas lighter creating a Bump map for are pebble. We then repeated the process on a new layer but pushed the lights and dark more so they were darker and lighter creating a Specular map or Spec map.


We then went back into 3ds Max and opened the material editor and added are Diffuse map to the materials. Scrolling down to the maps tab in the material editor we added are Spec and Bump maps to the texture giving it light bounce or shine and actual texture.


Still in the material editor we went to mapping then click show objects with realistic maps allowing the textures to show properly in the box. From there we went to the modifier list and applied a turbosmooth to the box and set the Iterations to 3 so it was nice and smooth but not to high poly.


Once all this was done we had to animate it like with the candy cane. Going into the hierarchy tab we changed the pivot point to the centre so that the pebble would spin evenly when we animate it. To animate are pebble we used the auto key option and set are time line to 60 frames. From there we moved the slider along to 30 and rotated are pebble 180 degrees and then moved the slider to the end and rotated it another 180. Then turning off auto key we played the animation to make sure it was ok and saved.


The only thing left after this was to render out are animation for use in the E-Book. By pressing F10 it opened the rendering tab. In here we had to select ‘Active time segment’ so that it rendered all 60 frames and not just one. We also had to pick where the renders where going to go and what they were called. Once this was all done we rendered it out and saved them to a safe place ready for latter.





For our last 3D project for this trimester we were making a tree. As Hansel & Gretel is set in a woods.

To start of with we created a cylinder and added 20 height segments to it. We then went to a shapes tab and using the line tool we draw out a line that we would use later as a path for are tree trunk to follow.


Selecting are cylinder we went to the modify tab and applied a path deform making sure it was the WSM version as it had the move to path option that made are cylinder to move to the path we had defined which was are line.


From there we added a taper modifier so that the top would taper in like a tree trunk does. After this we added the Unwarp to it and enabled the checker pattern so that we could see what the checkers where doing. Selecting only the Vertex’s (vert’s) down the left side we welded them to each other by right clicking and clicking the weld option. From there we selected all of the vert’s and using the scale tool stretched the UV upwards until the checkers were mostly square.


We then went to textures.com to get some bark and branch textures. Taking are bark textures we placed them in Photoshop so that we could create are diffuse, bump and specular maps using the same methods as we did for the pebble in addition to these maps we made a opacity map of the branch so when we apply it you get a transparent out line leaving only the branch viable. Once we had done that we took the textures into 3ds max and applied them to are tree trunk.

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Once we had applied the tree texture we created a flat plane and added two bend modifiers so that it curved downwards and around. We then added the branch texture we got to it creating a branch for are tree. After this we went into the hierarchy tab and moved the pivot point to the end of the plane where the end of the tree branch was.

When this was done we cloned the tree trunk and made it smaller so that we could use it as a branch. Afterwards we selected the plane again and went into the animations tab then constraints and used the path constraint tool selected the line from the branch which moved the plane to the branch. Form there we only had to clone, move, rotate and scale the planes until we were happy with the branch. Selecting the branch itself we collapsed the modifiers by right clicking the Unwrap on the modifier list and clicking collapse to. We then scrolled down the list and clicked attach list and attached all the planes to the branch.


The last steps were to move the branches pivot point to its end and use the same path constraint tool to move it to the tree trunk. All that was left was the scaling, moving, rotating and cloning of each branch so that the tree would actually have branches.



Apply media processes and skills safely and appropriately.



Criteria Description:Critically compare a range of communication methods used to convey meaning in creative media production.






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