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Posts in vr sketch
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
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
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.

robots, sketch, vr sketchYan Hao
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!

reflection, vr sketchYan 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.

vr sketch, studiesYan Hao
Bedtime

Bedtime, just a little story idea I had in my head for awhile now. Sculpted in #oculusmedium  and rendered in #blendercycles. The original idea was mostly based around Mimikyu reading before bedtime, but I thought the story might work better if it was reading it to someone else.

Original sketches below!

#art  #storytelling  #vr  #pokemon  #sleepy  #instagood 

vr sketch, studiesYan Hao