Month: June 2023
personal showreel
Although I am not good at modelling and I am a beginner at sculpting, I believe that the process of creating art should be as expressive as possible to serve the concept of design, although my modelling or sculpting skills are not good enough, I tried my best to learn and solve one difficulty after another this time (problems with zbrush sculpting steps, problems with blender programmed materials). Although I am not good enough at modelling or sculpting, I did my best to learn and solve one problem after another (problems with zbrush sculpting steps, problems with blender procedural materials) and in the end I am satisfied with my work, although there are still many ideas that I could not finish due to time constraints, and I will probably continue to finish them.
This attempt also made me realise that the mastery of drawing or human form does not happen overnight and that perhaps I should take more time to practice and gradually be able to make up for my current shortcomings.
Final display:

the details:

This week saw the completion of the design of the remaining tear mapping and the debugging of a successful tear material (less refraction needed)

For the textures I chose to draw in PS to complete the contents of the tears


the tear test – vision 1

the vision 2:

Rainbow ribbon
The shape of the rainbow ribbon was created using the curve modifier, and then the material was tried again and again until it reached this result

the new version of the wall



As well as a new drawer



Week 7
This week, I finished modelling the main part of the mother in zbrush
After sculpting the main body, I felt there was a bit of a gap, but I didn’t have enough time to learn to sculpt plants; so I chose to download the free zbrush plant brushes and add some plants to the boring subject


After sculpting, I reduced the subdivision and extracted the faces; then imported it into blender; and started making the material


After many attempts, I finally decided to use this gradient translucent material to match my transparent tears
Modeling in blender

After merge the objects
assign different materials in maya

Textures
bake the high modeling for the textures
ADV:Ignore the uv. we can do some procedual things and just use this way


Week 5&6
During this time, I have been learning zbrush and trying to learn about human structure.
I chose to start carving from a sphere and not use basemesh as I felt it would be a better opportunity for me to learn zbrush.



In addition, I learnt a few things about handling high poly in zbrush so that I can import it into blender for rendering later on.
Tutorials:
After changing the density of the smoke
The parameter

Smoke Accuracy:

1.Division size reduced
Increased accuracy of emission sources
2.Add noise wave
attribute noise – data format is float – because it adds noise to temperature and density

Density of the noise wave

Let the noise wave change with time, the longer the wavelength the slower the speed

Dissipation – the smaller the dissipation, the slower the dissipation


Noise-turbulence
turbulence will change the trajectory of some smoke
swirl size – the whole size of the turbulence

The simulated time-time scale 0.5 is now half as slow
The larger the cooling rate, the faster the dissipation (temperature)
buoyancy lift: buoyancy force
buoyancy dir: the direction of buoyancy is now up. If it’s 0-1 0, it’s now floating downward.
Hold out object
To make the robot to be hold out so that we can only get the smoke sim.
