Unit 2-Hao Lin Blog


The second unit of study focused on scene painting and 3D modeling production, both of which are projects that I am weak in, but I have maintained my enthusiasm throughout this learning process.

The first week’s spatial transformation assignment is the part I’ve always been more interested in. The material describes how to turn a scene from a child’s bedroom into the bedroom of a malevolent 90 year old man while keeping the location of the elements uniform. The first thing that came to my mind was how the environment in the horror movies I usually watch is shaped to give me a feeling of nervousness and fear, and after my research, I found that it is usually a dimly lit room with tattered clothes and rusty garbage or metal objects, because this makes the environment eerie, and the pungent smell and cold colors complement each other to achieve the “malevolent” effect.

Here are some of the old appliances and interior images I gleaned from google:

The fourth week was a combination of rooms using 12 elements, with the goldfish bowl as the focal point of the composition. To be honest, I’m not very good at compositions where the elements themselves make up the scene without giving information about the scene, and I’m not sensitive to the different states of separate objects in a scene and to perspective and light and shadow. So I’m going to start with light and shadow, and use the rule of thirds to compose the composition, taking the fish tank as the focus first, and hiding the rest in the shadows is the best way to convey a sense of storytelling (negativity). Referring to the position of the window and the placement of the other objects in the material of the first week, as well as the perspective, I’ve worked out a more reasonable composition in the case of not having any reference materials:

The last part is hand-painted scenes and eye-soup modeling (close-up). I’ll do the modeling part first (because it will affect the hand-painted content). Using blender for the first time was really exciting, and it was a big change from the hand-drawing habits and efficiency I’ve been using. For the eyeball soup theme I thought of a game I’ve been playing in my dorm room recently and I feel like the two elements fit together incredibly well, the name is No Man’s Sky. One of the missions was to collect the remains of a lost ship, and the immersive feeling of being there – the dim lighting and the weightlessness of the objects floating around and the severed limbs of the crew – was visually stunning to me.

Here is some game references:

This gave birth to the following specific idea, similar to the Prometheus movie, where the whole space responds to the brief: a ship with no survivors, only messy dishes on the table and eyeballs killed and eaten by monsters mixed with soup, high-tech and thriller elements superimposed on the scene, a very good combination!

Eyeball making process:

Tableware and tabletop production process:

Here is my final work:

In addition, using blender to build objects and create scenes is the first step in my dream of becoming a director. I am very happy that I was able to get started quickly. Although I encountered many difficulties or mistakes in operation, I successfully solved them with the help of my teacher. After class, I practiced and deepened the image again and again, and I already loved blender!

Then here is my hand work draft:

Thanks to the previous exercise, I’ll use the game screen as references here as well.

Blender file link:

https://drive.google.com/file/d/1XP-0HP3NHSleNKbBQYdRLEe_hbnoPUNp/view?usp=drive_link


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