Major Project 2: Final Compilation & Reflection
5.2.2026 - 29.3.2026 / Week 1 - Week 8
Adriena Tan Yan Zi / 0351236 / BA
of Design (HONS) in Creative Media
Major Project II
Final
Compilation and Reflection
Major Project II
Modeling & Texturing
As previously mentioned, I was assigned the task of modeling the main character, Xu Chen, in his ghost form. Since the animation is primarily targeted at a younger audience, we decided to adopt a simpler and more stylized approach to the character design. To achieve this, I referenced an image of a simplified skull shape and based my model on it. Additionally, I separated key features such as the hollow eye sockets and nostrils to facilitate a more efficient and controlled texturing process in later stages.
This building differs from the original sketch concept, as I found this design to be more suitable and accurate in representing traditional Chinese-style houses commonly seen in kampung settings. I referred to several reference images from Pinterest, along with a tutorial, and modeled the structure accordingly. During the process, I encountered some issues with the roof tile proportions; following Mr. Kamal’s feedback, I revised the tiles to ensure both sides of the roof were even and visually consistent.
I encountered some issues while texturing the roof, as the colors and textures were not displaying correctly due to problems with the UV mapping. I resolved this by applying an automatic UV unwrap, which allowed the texture to display properly. Minor adjustments were then made to resize and realign the texture for a more accurate and refined result.
Following a tutorial, I created the glass texture in Cycles by adjusting the emission and index of refraction (IOR) settings within the materials panel.
I set up the lighting to evaluate whether all textures were applied correctly and to ensure they appeared cohesive and harmonious with the overall texture of the house.
Using a reference sketch of a dragon, I first constructed the basic forms before applying loop cuts to progressively introduce finer details. After subdividing the model, I revisited the geometry to further refine and enhance the details, ensuring they remained clear and visually defined.
I applied gold and jade image textures to the pendant and dragon, adjusting the sheen in the material panel to achieve a more polished and realistic appearance.
Rigging
In my initial attempts, I tried building the bone structure from scratch; however, for reasons I was unable to determine, the rig could not be successfully generated. I then experimented with the built-in animal rigs available in Rigify, such as the shark rig, but after modifying and removing certain bones, the rig still failed to function properly.
I consulted Mr. Kamal regarding the issues I was encountering, and he suggested building the rig using the sample bones. This approach allowed me to successfully generate the rig and apply automatic weights; however, some areas, such as the head, are not deforming correctly. I will need to realign the bones to address these issues.
Adding squash and stretch
By using lattice modifiers and linking them to both the main armature and a secondary top armature, I was able to animate the ghost with squash and stretch effects, adding more life and dynamism to the overall animation.
Animation & Lighting
Scene 2




















































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