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Woop Woop, Beta Wooper diorama!

Got inspired by this cute character!

Polygon Link

Sculpted the diorama in Adobe Medium and rendered via blender cycles!

vr sketchYan Hao
Training in Blender (heh)

Realised the renders I’ve been making lately don’t really show up properly on Instagram, will just attach the 3 images here instead! Special thanks to Jan Urschel and Ian Hubert once again for their tutorials, really needed this break off the VR stuff to help my technical skills catch up a little.

Note: Human models from 3D Scan Store


studies, sketchYan Hao
Global Game Jam 2020 @ Facebook APAC (Days 2+3)

It was a pretty wild weekend. And the team pulled it off!

In a nutshell, we did the following:

  • 1. Made a simple moodboard and assets list in Figma to stay focused. (shared among members)

  • 2. Tech guys sorted out the erm, tech stuff on Saturday early on. Used ALVR to stream the game to the Oculus Quest (for the VR player).

  • 3. Kept the 3D geometry fuzz free by only using colours from the material.

  • 4. Check-ins between Tech + Visuals minimised potential issues from occurring down the road. (Mostly my fault for the wrong 3D scales :x)

Tools used:

  • Unity 3D (Game engine)

  • Blender (3D modelling)

  • Figma (Moodboard, assets tracking)

  • Da Vinci Resolve (Video Editing)

  • Photoshop + Illustrator (2D assets)

  • Oculus Quest

Here are the event photos, everyone enjoyed themselves (and got a bunch of cool swag) and we would definitely do a second jam!

Game trailer

Game link

https://globalgamejam.org/2020/games/assembly-line-3

reflectionYan Hao
Global Game Jam 2020 @ Facebook APAC (Day 1)

Wow! It’s my first time documenting an event I’m currently attending.

The briefing started on Jan 31th, participants were given the theme (Repair) and everyone started brainstorming ideas with their team. My team decided to do a multiplayer VR game (!!!!!).

The premise is simple. The main player will don a VR headset (an Oculus Quest in this case) and attempt to repair broken environmental items. There will be up to 4 small robots (controlled by other people with console controllers) to disrupt the main VR player. That’s kind of the main game loop so far, we are aiming to get a rough prototype working and polish it further down the road.

Here’s hoping things run smoothly!

(Event pictures below)

reflectionYan Hao
Darth Vader VR sculpt process
  1. Sketch the initial ideas on paper and clean it up digitally (in this case, Procreate on the iPad).

    Also made some additional proportion studies in Photoshop which was used as a reference plane in VR.

IMG_0068.gif
  1. Primary forms first. Laid down the main shapes and gesture of the pose. Also tried very very hard to nail the angular forms on the facemask at the start. Used a mixture of boolean and hard-edged tools for that.

  2. Secondary details, didn’t jump into tertiary details (fingers etc) since print scale is small (around 5-6cm in height).

  3. Added some final details, like knee pads and intricacies in the control panel at the chest area (??).

Had some issues merging the geometry due to layer resolution differences initially, the helmet got chopped off by the bounding box. However, lowering the geometry resolution on chest piece helped fix that.

3D print actually went fine! ヾ(^∇^)

#end!


vr sketch, commercialYan Hao
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 https://www.instagram.com/yamfufu/

robots, sketch, vr sketchYan Hao