Advanced Modeling and Animation:Assignment 1: Create Models for an Interactive Space

 Advanced Modeling and Animation

Assignment 1:
Create Models for an Interactive Space


Start from 23.9.2025
24.9.2025 - 22.10.2025 Week 1 - Week 5
LI XIN LI / 0379305
Advanced Modeling and Animation / Bachelor of Interactive Spatial Design 
Assignment 1: Create Models for an Interactive Space

Introduction 


For this assignment, I was tasked with designing two futuristic interactive ride models for a sci-fi theme park. I began with concept research and sketches to determine the overall shape and technological style. I then completed the modeling in Blender, creating sleek, futuristic structures, metallic textures, and luminous details. I then imported the models into Unreal Engine, created PBR materials, and added neon lighting and environmental reflections to create an immersive sci-fi atmosphere. Finally, I was required to submit FBX files for each model, high-definition scene images rendered in Unreal, and screenshots of the material Blueprints to showcase the overall design and lighting effects.
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e jellyfish with amusement facilities. In the second MOOD, I found that most of the facilities were made of sticks. At the same time, I was eating bar cookies while looking for inspiration, so I decided to add them to the amusement facilities.

Design process—Blender + Unreal Engine:

The first facility:

I was trying to start modeling my first amusement ride, but I tried many ways to build a jellyfish and failed, so I went to the internet to find a public video and learn from it.


Then I tried to start building my own jellyfish.



To make it easier to add materials in Unreal, I try to combine multiple parts into one object, such as the tentacles of a jellyfish.


After modeling the jellyfish as a whole, I always felt that it lacked a sense of agility, so I added a circle of shorter tentacles.


The amusement facilities require seats, so I searched online for video tutorials on how to make seats to learn and improve them.


This is the seat I made.


I then used the Array tool to arrange the seats in a circle and added the armrests using the same method.



Finally I added the base and supports.


For the overall support, I made it by continuously interpolating and extruding the cube.



Finally, this is the whole:


The second facility:

The inspiration for the second installation was mainly bar cookies and moodboard. When I was thinking about what kind of installation to make, I suddenly remembered the "Pendulum," the only attraction I didn't experience when I went to the amusement park with my friends for the first time after the college entrance examination.

The big pendulum needs more seats, so I still use the array function but this time there are more seats.


I then used cylinders and cubes to adjust the shape and splice them together to form the main swing support. I then used the Merge tool to merge them into a whole.


I added more details so I could add more interesting lighting when importing into Unreal.


Then, the overall support frame was constructed using cubes and cylinders.


Added more details on the supporting frame.


Finally, this is the whole:


Because it was going to be imported into Unreal Engine, I used a lot of subdivision and bevel tools to make the lighting and materials more detailed.

Finally, I added the base materials and colors in Blender.





Finally, export the FBX format.


Unreal Engine

Import Model:

First, I find the file location in Unreal Engine's Content Browser. Either click the "Import" button in the top-left corner or right-click and select "Import to /Game/..." Then, find the local FBX file and select it. In the "FBX Import Options" window that pops up, I select the settings based on the file type, such as specifying the corresponding skeleton for imported animations. Once I'm sure everything looks good, I click "Import" or "Import All." 

Sometimes, I save time and simply drag the FBX file into the Content Browser, then follow the same steps to import it.


Importing Materials:

I also tried downloading materials from the internet, unzipping them, and then dragging the material pack directly into Unreal Engine's Content Browser, just like importing an FBX file, or selecting the material file using the "Import" button. The material type is automatically recognized during import, and after confirming that there are no path errors, I click "Import." 

Once the download is complete, the downloaded materials can be used directly in the Material Editor, just like the materials I created myself.


I also made a self-luminous material based on what the teacher taught in class: The following is an example:



Finally, I adjusted the overall environment to highlight the objects.

Effect picture:.

After I rendered it I added some floating jellyfish around the jellyfish facility to give it more atmosphere.









Finally, I showed my work to the teacher. After the teacher gave me feedback, the teacher said that the tentacles of the jellyfish might seem a bit complicated, but it was up to me. I felt that it would be a bit empty after removing the tentacles, so I chose to keep it first. I also asked the teacher to help me create another environment, a night with stars.





Video display:



Assignment 1: Create Models for an Interactive Space Document:

Reference

While completing this futuristic theme park interactive space design assignment, I gained a deeper understanding of how to integrate conceptual design with technical implementation. Starting from the initial concept stage, I researched numerous examples of sci-fi buildings and attractions, learning how they conveyed a sense of the future through form, materials, and lighting. During the Blender modeling phase, my main challenge was controlling the structural proportions and detail complexity, ensuring the model possessed a technological feel while maintaining a smooth geometric structure. By experimenting with topology modifications and using subdivision surfaces, I improved my grasp of modeling accuracy and sculpting balance.

After importing the model into Unreal Engine, I focused on setting up PBR materials and the lighting system. I discovered that the interaction between lighting and materials is crucial to creating an atmosphere. For example, neon light strips and metallic reflections significantly enhance the visual effect of futuristic technology. Adjusting lighting parameters, reflection intensity, and ambient light further enhanced my understanding of Unreal's rendering logic and the importance of light and shadow balance in VR scenes.

Overall, this assignment helped me find a balance between design thinking and technical practice, and made me realize that the charm of futuristic spaces lies not only in their form but also in the fusion of materials and lighting. In the future, I hope to further optimize the model details and try to add more interactive elements to make the work present a stronger immersive experience in the VR environment.

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