2 Years of VR!

Time flies! It’s been around 2 years (5 years since I got this domain wow!) since I started sculpting with Oculus Medium. I was talking a colleague awhile back, and he mentioned the ‘simplicity’ of the older dioramas seemed to have gotten lost as the program got more advanced.

So for this sculpt, I’ve decided to minimise the layer usage and went more with instinct. Hope you guys enjoyed the end result!

Work processes can also be found on my Instagram channel

A small RTS diorama!

Got a bit stuck while attempting to design the scene in VR and decided to paint it up instead!

robots, sketchHo Yan Hao
Yet another hangar!

Been trying to push the complexity of the scenes, but quite close to hitting the layer limits.

Some mild paintovers in the above renders, adding scratches /vignetting stuff.

VR Retrospective


Hey there!

2019 has arrived and it is time for another blog post!

I would like to say that the VR tools that I’ve been using has definitely improved in its functionality in the recent months. Compared to a year ago, the diorama style sculpts I put out are a lot more complex (for better or for worse). There is still potential for UI/UX improvements in the VR tools realm, but what i’m really hoping for in 2019 are improved tracking (without the need for external sensors) and increased pixel resolution in the lenses.

For those people who are curious about how I work in VR, I have attached some process screenshots here, and hopefully it helps clear up any questions that you may have had.

1.  A ‘lineart’ type sketch which acts as a ‘cage’, to view the proportions and make changes from the 2D sketch if any.

2. Build up volume within the ‘cage’ with primary forms, toggle on/off the lineart when necessary. Changes in design are also made here too

3.  Repeat step 2 until the model is done! Make micro surface details by using the subtract function of the tool.

I have attached some screenshots and I hope they help!

Blender 2.8 experiment

Trying to get the hang of the default hotkeys in blender 2.8, also made a small scene to help reinforce the learning! The scene has a mixture of free models + low poly models that I did myself. Still could use some work on the materials though.

sketch, studiesHo Yan Hao
This week's experiment

Trying to imitate the World War 2 photography look!

Sculpted the tanks + ground in Oculus Medium, rendered in Keyshot and Photoshop'ed the rest.

Off topic post (Phone camera comparisons)

My friend (Kai Yi) and I were curious about the capabilities of the modern day phone cameras and we decided to do some field testing.

Phones used: Google Pixel 2 XL, Samsung S9+, iPhone X and iPhone SE.

We concluded that for low lighting conditions, the Pixel 2 XL blows the other 3 phones out of the water, but the AI processing capability can be a tad too aggressive at times. For the Samsung S9, I personally didn't quite like the artificial sharpening of edges and the turned up saturation of the colours, but the images sure make for a good Instagram machine.On my end, both the iPhones didn't fare as well in low lighting conditions but the colours were more natural than the other 2 phones. ''

Ultimately though, it really depends on what application the user might put their phones through and how invested are they into the Android/iOS ecosystem before one can make the purchase decision. 

Default settings were used (no post work done in Photoshop too) and we hope you guys enjoy this unscientific test!


Retrospective on 2017’s second half.

It’s been around 5 months since I started using Oculus Medium to create 3D sculpts and here are my thoughts on the process.

Coming from a drawing background, it just feels surreal to be drawing directly in 3D space. The ability to use your arm’s motion range (while standing) definitely leads to more naturalistic gestures. That was something I could not get to gripe with while using Zbrush previously.

On the 3D software end, I have started using more Blender (modeling and lighting) and Marmoset toolbag (mostly lighting) due to the low cost price. (Actually free for blender.) Blender’s GPU rendering function is something that I expect to be using more of in 2018, real time previews while adjusting render settings simply can’t be beat!

Combining the various softwares mentioned above has been seamless so far, and I also got Funbie studios to help print out my Krabby sculpt. There is a definitely a learning curve to be creating my own sculpt and printing it, will be planning on where the joints can be seperated, grouped together can printed seperately to cut down on the plastic supports needed which reduces print time.

That is the end of my first blog post of year and here are some pictures on how the Krabby model came about! (Sketch -> Oculus Medium Sculpt -> 3D printed by Funbie Studio)

Thanks for reading!


reflection, studiesHo Yan Hao