Advanced Modeling and Animation - Weekly Journal



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Week 2 (3/10/2024)

In today's class, we were given a brief introduction to digital sculpting. Digital sculpting is typically used to create detailed models, like character modeling, with Blender and ZBrush being the most commonly used tools in the industry. For today's task, we were assigned to start with a simple sculpture, which is to sculpt a Mickey Mouse head.


Figure 2.1 Mickey Mouse head


I started the sculpting process using mainly spheres. For the face, I subdivided the sphere to make it a high-poly mesh, making it easier to sculpt. It took some time to get the structure right, as the nose and mouth were the hardest parts to make look nice. Although the outcome is not complete yet, I got to explore and learn some sculpting functions in Blender.

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Week 3 (10/10/2024)  

In today’s lesson, we were introduced to simple animations, such as rotation, changes in location, and resizing of objects. These animations are created using keyframes, which are used to set the next change in the object. I tried to implement simple animation by creating a simple Tetris.


Figure 3.1 Tetris


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Week 4 (17/10/2024)

In today's lesson, we were assigned to create a text animation based on our names. I searched for a YouTube tutorial to learn some easy animation techniques since this is my first time animating text. Since rendering the animation takes a long time, I recorded it in Blender. Below are the animation and the rendered image using Cycles.


Figure 4.1 Text animation


Figure 4.2 Render image using Cycles


Besides, we were introduced to photogrammetry, which involves creating 3D models of real-world objects and environments from photographs. We also explored apps like Polycam and the 3D Scanner app to try it out ourselves.


Figure 4.3 Hachiware using 3D Scanner App

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Week 9 (21/11/2024)

In today's class, we were taught how to use bone rigging in Blender to create animations, guided by Mr. Kamal.


Lecture Notes

  • To create bone - In object mode > Go to "Add" > add "Armature"
  • To make bone visible - Go to "Data" at the right panel > Go to "Viewport Display" > Tick "In front"
  • To adjust weight paint - Select the object (not the bone) > Go to "Weight Paint" > Click drop down button to select the bone for weight painting
  • To paint the weight of vertex - Select the object > In "weight paint", select "vertex selection"

Figure 9.2 Bone rigging

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