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
Rendering
Posters
We worked on producing the posters using both Blender and Canva. We developed two versions and decided to retain both, as we were satisfied with the outcome of each design.
Slides & Submission Compilation
MP2 - FINAL PRESENTATION by Adriena TanMP2 - Art Bible by Adriena Tan
Submission link compilation:
https://docs.google.com/document/d/1OiwYb_hBe_PLsjlPMb0ZJJ8G_p_JNtN1/edit
Final Reflection
This project was completed within a span of seven weeks, which, when reflecting back on Major Project 1, initially felt quite unfeasible given the scope and complexity of the work involved. Despite the tight timeframe, we remained committed to pushing through the challenges and making the most of the limited time available.
Throughout the production process, I made a conscious effort to step beyond my existing skill set and take on new technical challenges. This included learning how to rig a character, modeling additional characters, and contributing to the development of a full animation that extends to approximately four minutes in length. These tasks required not only technical understanding but also adaptability and problem-solving, especially when balancing quality with time constraints.
The experience was both demanding and rewarding, as it pushed me to grow significantly as a 3D animator. Working under such limitations taught me the importance of efficient workflow, time management, and prioritizing key aspects of the project to achieve the best possible outcome.
With the strong support and collaboration of my teammates, along with the valuable guidance and feedback from Mr. Kamal, we were able to overcome many of the challenges encountered throughout the production process. Overall, this project has strengthened my confidence in handling larger-scale productions and has encouraged me to continue developing both my technical and creative skills in future work.




















































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