Progress Overview and Reflections

Assignment 1: Create Models for an Interactive Space

This assignment requires me to design and create a futuristic interactive space model, themed around a high-tech sci-fi theme park. I need to complete two models of futuristic-themed rides or attractions. The task mainly focuses on two aspects: first, using Blender to create 3D models with complete structures and clear details; second, importing the models into Unreal Engine to set up materials and apply realistic yet futuristic material effects.

Reference
In the first stage, I need to find references online to facilitate my modeling.



I searched on Pinterest for two very common devices based on the requirements and my understanding of those requirements.



Modeling 1
At this stage, I used Blender for modeling.

October 18, 2025

Import the reference, create a new ring and extrude it into a solid shape. Repeatedly copy and resize several concentric rings, adjusting them sequentially in edit mode to form the basic outline of the Ferris wheel.Mirror the model using the mirror modifier to create two rings.

Build a cylinder as a support


Adding vertex groups and bridging the inner and outer walls of the outermost rings didn't yield satisfactory results. The Looptoos plugin was then used, but it wasn't quite standard. Therefore, all other faces were deleted, leaving only the innermost and outermost rings for separate bridging.

Calculate the angle and rotate using the rotate tool.

Cut and adjust the sphere to form the approximate shape of the seat.

Modify the face orientation and add faces to the rounded corner edges to make the rounded corners look more natural.

Keep the edge markings and stitching sharp, and pull out the basic shape of the seat.

Bridge the internal surfaces and adjust

Extend the ring and use the looptoos plugin to create a baffle above the seat.


I added an empty object and used the array modifier, applying a transform, but I found that the circular array could only point to the empty object in the exact center; it couldn't maintain the same direction for each object, which is illogical.
Manually copy and adjust the position of each seat one by one.

Modeling 2

October 21, 2025


Import the reference and use the stretch function to create the basic shape. In edit mode, link the zigzag points and separate them, then add skinning in the modifier to solidify it.


This wasn't rigorous or precise enough, and I was worried about errors in the model, so I still went with the most basic topology.


I think it might save time to create a portion of the column first and then array it.

Creating a lifting platform using an array

Copy the chair made in the previous device, calculate the angle, and add an array.

Create the top by stretching the plane and adding surface subdivision.


UE5
Import the model into UE5 and adjust the environment, lighting effects, and materials.
I created two maps and adjusted the map lighting, environment, and self-illuminating blueprints.
I accidentally deleted the file for Assignment 1 because I didn't have enough disk space.
First, I separated the different parts of the material in Blender and isolated the self-illuminating part, then imported it into UE5. In UE, I used BP Sky, Light Mixer, Terrain Modifier, added light sources and adjusted their colors, added fog and continuously adjusted its values, adjusted the self-illuminating material blueprint to make it flicker every second, adjusted the reflectivity and brightness of the floor material, and downloaded and imported the sand material.

Screenshot of the effect:

Map 1:
    
October 21, 2025
Map 2:
     

     
October 21, 2025


All Materials:

Reflection:
I was very excited during this phase. I've been studying modeling for a long time, so I wanted to showcase my modeling skills. Although I encountered some unexpected problems along the way, overall it was a very smooth and enjoyable experience.
Adjusting the environment and the intensity of self-emission is a task that, while not particularly difficult, is extremely laborious. I often add many point light sources or rays to objects to try and create the feeling of diffused self-emission, but adjusting the overall environment is even more challenging. For example, with Martian weather, I often end up making it too bright or too gray. At this stage, I can only rely on continuous experimentation to make the environment suitable.


Assignment 2: Animate Models & Create Interactive Shaders
The goal of this assignment was to animate two theme park rides and create interactive shaders in a real-time 3D environment. In this project, I used Blueprints (BP), timelines, and level sequences to animate different ride components.


Because the teacher talked about a door opening animation in class, I wanted to make one too. So I created a door and a lamp in Blender, imported them into UE5, and added self-illumination.

Map 1:November 8, 2025

Create a BP third-person character and adjust the initial position.


Create a sequencer and adjust the position of the keyframes.


Add a judgment box and incorporate judgment into the blueprint; when a player enters the judgment box, an animation is triggered.

Adjust self-illumination duration and brightness

Adjust the door frame self-illumination


Create the sequencer and decision box for the lifting platform.

Create a blueprint so that the character triggers an animation upon touching the decision box and ends an animation upon leaving it, while retaining the ended state so that the character does not immediately jump back to the initial position after the animation ends.

Map 2:November 10, 2025

Unlike elevator animations, Ferris wheel animations cannot use sequencers. Directly adding rotation would cause the seats to rotate at the same rate. I want the seats to remain downwards throughout the rotation.





So I added a blueprint to the Ferris wheel to make it rotate after a successful check, and then added a blueprint to the seats to make them rotate at the same speed.




Add a light and reuse the self-illumination of the light.Adjust the size of the judgment box so that both rows of lights illuminate simultaneously when the player passes through the middle.

The blueprint of lighting


Submission Content 1
Submission Content 2


Reflection:
This phase was a learning process. I continuously studied the basic principles and implementation methods of Unreal Engine 5, such as how to quickly adjust a material and how to build a Blueprint. During the work, I encountered many problems. For example, after creating a Blueprint, I found that the animation couldn't be executed, but upon reviewing, everything seemed fine, so I had to delete the Blueprint and recreate it. Or, the Blueprint was linked in the wrong place, and I didn't notice for a long time, leading to the modification of the originally correct sequencer. As I continued to learn and delve deeper, I solved these problems one by one, better preparing myself for the next task.



Final Assignment: Create an Interactive Space in Virtual Reality

The goal of this final assignment was to develop an immersive, interactive virtual reality experience set in a futuristic theme park environment. In this project, I constructed an experience fully compliant with VR requirements. I showcased my technical skills by creating complex environments, animated objects, and interactive user elements, while expressing my creativity through a unique theme park concept that aligns with futuristic aesthetics.

Create a background tower

December 10, 2025

Create a hot air balloon using Blender's wire drawing and sculpting tools.



First, I adjusted the map to be exportable as an APK according to the teacher's requirements. Then, I imported a previous map into the content of the new map and set the launch option. Next, I imported the Ferris wheel from another map into the new map.

Import the new model sequentially and adjust the ambient lighting.Remove excessive shadows and light sources

Join VRSpectator as required.Replace the third-person perspective and adjust the initial position.



December 22, 2025


Adjust the blueprint; otherwise, it will not run in VR.



UE5 screen recording
This is a live simulation I conducted to test whether the interaction could be stably implemented after entering VR.


VR screen recording
Because I added too many light sources and shadows, or some other issues, a lot of ambient light couldn't be displayed in VR, resulting in an overall dark appearance. I tried to fix this several times in the last lesson, but without much success.


Reflection:
In the final stage, I experienced some setbacks during the APK export process. I kept failing to export for various reasons, so I meticulously checked the language of each file and material, even asking the instructor for help during class. I finally solved the problem. Through the three projects this semester, I had the opportunity to challenge myself in Blender and also got a basic understanding of Unreal Engine, learning how to adjust lighting, create terrain, import materials, and implement interactive animation and sound. From a few scattered modeling projects to creating animation and sound interactions in VR, it was a significant leap. In short, I learned a lot. After the course, I also plan to further solidify my foundation through self-study in other ways.

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