Week 1 - Week 15
PROJECT 2 : THEMED SCENE-BASED MODELING
In this task, I needed to create an interior design model. After finding
reference images online, I began modeling.
QIULIHUA/0365036
Design Research Dissertation / Bachelor of Design (Honours)in Creative Media
3D modeling- project 2
INTRODUCTION
PROJECT 2 : THEMED SCENE-BASED MODELING
1.You are tasked with creating a scene-based environment using one of the
following general themes: Sci-Fi, Medieval, Steampunk, Cyberpunk, or
another theme of your choice.
2.If your project focuses on interiors, you can explore distinct
architectural or cultural styles, such as:
- Japanese Interior: Minimalist design with tatami mats, sliding shoji doors, wooden elements, and natural tones.
- Islamic Interior: Intricate geometric patterns, ornate arches, colorful tilework, and domed ceilings.
- Victorian Interior: Elegantly decorated spaces with ornate furniture, floral wallpapers, and chandeliers.
- Modern Interior: Sleek lines, open layouts, neutral color palettes, and functional furniture.
- Industrial Interior: Exposed brick, metal fixtures, open spaces, and a mix of modern and rustic elements.
- Art Deco Interior: Bold geometric patterns, luxurious materials, and vintage lighting fixtures.
3.For exterior or open environments, you may also consider themes
like:
- Post-Apocalyptic: Decayed buildings, overgrown vegetation, and makeshift shelters.
- Fantasy Landscapes: Magical forests, enchanted castles, or mystical floating islands.Urban Environments: Bustling cityscapes, alleyways, or futuristic high-tech urban settings.
- Historical Settings: Ancient ruins, traditional villages, or iconic landmarks from specific cultures.
4.The final composition can take one of the following forms:
- Diorama: A small, contained scene with a detailed focus on storytelling and visual appeal.
- Isometric Composition: A stylized, angled view with clear emphasis on depth and perspective.
- Fully Open Environment: A larger, more expansive scene designed for immersive exploration and detail.
5.Focus on designing an environment that reflects the chosen theme's
unique visual elements, such as architecture, props, lighting, and
textures, while ensuring a cohesive and visually engaging
presentation.
6.Gather reference materials, including images or blueprints, to guide
your design process.
7.Model the selected object using a combination of polygon tools and
techniques, including box modeling, creasing, beveling, supporting edge
loops, and symmetrical modeling, as practiced in the exercises. For
elements requiring a specialized approach, such as landscape, trees,
vegetation, bushes, or foliage, incorporate appropriate advanced
techniques to achieve realistic and detailed results.
8.Apply the right material and texture to give its appearance. Create a
staging camera, frame it and apply interior or exterior lighting
technique.
9.Set the output size as 720p (1280 x 720). Use Eevee or Cycle Render to
render the final image and save as png format.
10.For submission, render 2 images:
1. Final render solid without wireframe
2. Final render solid with wireframe.
11.For other submission:
1. e-portfolio blogspot link (format *.doc)
2. Blender file (will be used for feedback session demonstration)
Based on the style of the reference images I found, I first roughly built the
shape of a house, and then started creating the items inside. I used cubes to
create the books on the shelves, and then built cubes to create the shape of
the bed, creating a warm and cozy atmosphere.
After the items in the room were created one by one, I started to color the
model. I found that using solid colors for the beads and bottles on the shelf
reduced the overall texture of the picture, so I started to adjust their
texture and parameters in the coloring process to make them show the texture
of glass.
To better showcase the computer in the house, I found photos of computer screens online and pasted them in.
I wanted to create a warm atmosphere with the light coming in from the left. So I placed a strong sunlight source on the left, letting the light stream in through the blinds and fall onto the floor, creating a contrast with the interior ambiance.
Final project 2:
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| Fig 1.3 Beads - Coloring Parameters |
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| Fig 1.4 bottle |
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| Fig 1.5 Bottle - Coloring Parameters |
To better showcase the computer in the house, I found photos of computer screens online and pasted them in.
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| Fig1.6 computer—process |
I wanted to create a warm atmosphere with the light coming in from the left. So I placed a strong sunlight source on the left, letting the light stream in through the blinds and fall onto the floor, creating a contrast with the interior ambiance.
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| Fig 1.7 Lighting settings |
Final project 2:
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Fig 1.8 Final render solid with wireframe. |
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REFLECTION
In this second 3D modeling project, my task was to design a scene model based on a specified theme. The project required me to complete the entire process, from planning reference images to model building, material processing, lighting settings, and rendering output.
Through this hands-on experience, from reference collection and model construction to final rendering, I gained a clearer and more systematic understanding of the overall workflow for 3D scene creation, moving beyond focusing solely on individual modeling steps. During the modeling process, I realized that using basic shapes like cubes for decomposition and combination can effectively improve modeling efficiency while better controlling proportions and structural accuracy. By adjusting the material properties of different objects (such as the transparency and reflection effects of glass, and the use of screen mapping), I learned that materials are not just about "coloring," but a key factor in shaping the texture and credibility of objects. In setting the main light source, I realized that lighting not only affects the brightness and darkness of the image but also directly determines spatial hierarchy, visual focus, and overall emotional expression.
This project made me understand that a mature 3D work requires a balance between modeling, materials, lighting, and composition, and is not merely about completing the technical aspects of modeling.



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