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Advanced & Experimental Unit Personal

Critical Review-personal project

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.

Categories
Advanced & Experimental Unit Personal

The final– personal work

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

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Advanced & Experimental Unit Group

Week 12: Group work modeling

the new version of the wall

As well as a new drawer

Categories
Advanced & Experimental Unit Personal

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

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Advanced & Experimental Unit Group

Week 11 : Group work modeling

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

Categories
Advanced & Experimental Unit Personal

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:

https://www.bilibili.com/video/BV1wa411C7ng/?spm_id_from=333.337.search-card.all.click&vd_source=d78d21b6980adcfb14a374ddf559d718

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Advanced & Experimental Unit Group

Week 8: Smoke sim in houdini

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.

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Advanced & Experimental Unit Group

Week 9 : Smoke sim in houdini

This week, I basically determine the shape and the color of the smoke, and this is the result composited with sequence rendered in maya.

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Advanced & Experimental Unit Group

Week 7: Smoke sim in houdini

https://www.sidefx.com/docs/houdini/shelf/pyro_wispysmoke.html

Feedback:

1.The weight of the smoke seems too heavy,we need a light one

2.the animation of the robot stil can not be matched in animation in maya

The first vision:

Categories
Advanced & Experimental Unit Personal

Week3&4

The two weeks were spent defining the form of the project and how it would be produced.
The plan is to use zbrush to sculpt the figure’s pose and then model it in blender and paint the mapping in PS

The main idea is to express the relationship between children and their mothers
The main subject is an abstract sculpture of a mother
She is shedding a single tear
Each tear contains a scene, which I wanted to use to allude to the four stages of the relationship with the mother

Stage 1 / first tear: our mother’s hands are carefully caring for us, we have a close relationship with her

Stage 2 / Second Tears: we grow up and as adolescents we begin to have more misunderstandings and disconnects with our mothers

Stage 3/Third tear: We become independent adults and leave home to live in the middle of nowhere, but from time to time we miss our mothers in faraway places.

Stage 4 / Fourth Tears: We reach the age when our mother is no longer in the world and her life ends, but she becomes a tree, a cloud, and with one breath she becomes everything in the world, leaving us with nothing but a sigh of relief.

About engraving, as I have not studied art systematically
So this step will be difficult for me
I tried to find a lot of pose reference drawings to try to create as accurate a pose as possible

Regarding the narrative of the content in the tears, I also found some references to make a good narrative