Advanced Modeling and Animation(Weekly Learning)
Advanced Modeling and Animation(Weekly Learning)
WEEK1-WEEK14
LI YUHAN (0379857)
LI YUHAN (0379857)
Week 1
The focus of this week's class was an introduction to and practical application of Blender. The teacher began by systematically explaining the basic operational logic of the software, with a particular emphasis on the significance of scalar parameters and how to set appropriate values, establishing a theoretical foundation for 3D modeling. Following this, under the teacher's step-by-step guidance, we engaged in a comprehensive hands-on exercise—modeling a basic Ferris wheel. This session allowed us to experience the entire process of constructing a 3D object from scratch.
This session deeply impressed upon me that 3D modeling is a fusion of rationality and creativity. Manually adjusting parameters and observing the subtle changes in the model made me realize it's not just artistic creation but also a form of precise "digital sculpting." Although the Ferris wheel project was small, it effectively translated abstract software commands into intuitive personal experience, significantly boosting my interest and confidence to further explore 3D creation.
Week 2
This week's lesson delved into the core concepts and operations of the Unreal Engine material system. The instructor divided the content into theoretical explanation and hands-on practice to help us understand how to bring models to life through materials.
In the theoretical section, we learned about the three main material types (Surface, Deferred Decal, Post Process) and the three blend modes controlling transparency (Opaque, Masked, Translucent). The instructor emphasized demonstrating how to connect different texture maps—such as Base Color, Normal, and Roughness—within the Material Editor. We were also introduced to using "Scalar Parameter" and "Vector Parameter" nodes to dynamically adjust material properties.
During the practical session, we attempted to import FBX models into Unreal Engine and create/assign new materials to them. I practiced using the "Time" node combined with the "Sine" function to create a breathing light effect and understood the application of "Two-Sided" rendering settings. Additionally, we learned how to adjust the Sky Light and Directional Light to alter the scene's atmosphere. Unfortunately, my software encountered issues and failed to open during the practice, preventing me from completing some exercises on the spot, which I will need to review after class.
Week 3
Building upon the foundation of Week 3, this week's lesson focused on setting up the sky and lighting system in Unreal Engine and further deepened our understanding of material creation and application. The core objective was to help us comprehend how the "ambiance" in a virtual scene is constructed.
The instructor first guided us through reviewing and checking our basic scene setup. We then proceeded to build the lighting environment step by step, learning how to coordinate Directional Light (simulating sunlight), Sky Light (providing ambient diffuse reflection), and Exponential Height Fog (enhancing spatial depth). Following this, we practiced setting up both daytime and nighttime sky systems. By adjusting parameters like star brightness, cloud density, and sun angle, we gained an intuitive feel for the significant impact these settings have on the scene's mood.
The latter half of the class concentrated on materials and textures. The instructor demonstrated how to download textures from professional websites, import them into Unreal Engine, and create realistic PBR materials using nodes for Base Color, Metallic, Roughness, and Normal Map. We also learned to use the "Multiply" node to control material intensity and how "Parameter" nodes enable real-time material adjustments, providing significant flexibility for our future project experiments.


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