Assignment 1: Create Models for an Interactive Space

 

Assignment 1: Create Models for an Interactive Space

Assignment 01.pdf,作者 tian dong

In Assignment 1, we'll be tasked with designing and creating two models for a futuristic interactive space, focusing on modeling in Blender and setting up materials in Unreal Engine. This assignment will involve developing two futuristic rides or attractions that fit the theme of a high-tech, sci-fi theme park. You'll focus on creating detailed 3D models and applying realistic, futuristic materials to them in Unreal Engine.
Assignment 1 高级建模,作者 tian dong

My design concept was inspired by the fantastical and imaginative scenes of Alice in Wonderland, aiming to seamlessly integrate this fairytale into the design of the attraction. Before beginning modeling, I extensively researched iconic elements and visual symbols from the story, such as the rabbit hole, playing card soldiers, and the fantasy garden. Using this as a reference, I created two unique models—a carousel and a Ferris wheel. These designs not only capture the magical atmosphere of a fairytale world but also incorporate the interactivity and immersiveness of futuristic technology. The result is a visually striking work that combines narrative and artistic quality.

🌐 Design process—Blender + Unreal Engine


<Blender>


🎡 Ferris Wheel Modeling and Importing

🧱 Blender Modeling Stage

In Blender, I used the Cylinder + Circle + Array Modifier to create the main structure of the Ferris wheel.
The central axis and spokes were controlled using Empty Objects, creating an even radial layout.


The base was supported by multiple cylinders, ensuring a stable and symmetrical structure.



Once completed, I exported the model as an FBX file (File → Export → FBX).


🎠 Carousel Modeling and Texturing

🏗️ Blender Stage

The carousel's structure consists of a base, a roof, and a central pillar.

I used duplication and symmetry to position the various pillars and decorations to create a complete structural layout.






Since this project didn't include animation, I focused on the model's proportions and smooth surfaces.

⚙️ Challenges

  • Import Issues:
When importing a model, I encountered a rather troublesome issue:

The model's normals displayed perfectly fine in Blender, but after importing it into Unreal Engine 5, some faces became inverted, causing the surface to display incorrectly.



As a workaround, I enabled Two Sided in the Unreal material.
While this fixed the visual issue, I realized it was due to a slight difference in how Blender and Unreal calculate normals.

Next time before exporting, I'll do this in Blender:

Select All → Shift+N (Recalculate Outside)

And make sure "Normals → Face" is enabled in the FBX export options.

This process has made me more aware of the importance of the normal orientation of a model across different software.

I also asked AI to help me solve other problems.



<Unreal Engine>


🎡 Ferris Wheel Modeling

In Unreal Engine, I imported the FBX file using Import → Import to /Game/.

To give the model a more futuristic feel, I used a texture pack (including metal, glass, and emissive light strip textures) downloaded from the Free3D website.

To import a material:

1. Open Unreal's Content Browser.

2. Right-click → Import to Game → Select the downloaded texture file (e.g., Albedo, Roughness, Normal, Metallic).

3. In the Material Editor, connect the various texture nodes:

• Base Color → Albedo

• Roughness → Controls surface reflectivity

• Normal → Adds detailed bumps

• Metallic → Enhances the metallic texture

4. Applying this to the Ferris wheel model creates a more sci-fi effect.





🎠 Carousel 

I also used texture assets from the Free3D website.

After importing them into Unreal, I set up materials for the carousel.




These materials give the carousel a glossy, reflective, and shimmering futuristic look.

💡 Unreal Engine lighting material production and application

After importing the model and setting up the basic materials, I began working on the lighting for the entire scene.

This step is crucial for giving the Ferris wheel and carousel a more futuristic feel.




I applied the prepared materials to the Ferris wheel frame, the edges of the cars, and the carousel's roof structure.

By adjusting the intensity and position of the lights, I created a harmonious effect within the scene, creating a dreamlike, futuristic theme park.




In the final render, I used an Emissive material in conjunction with a Directional Light and Sky Atmosphere to achieve a bright yet non-glaring light and shadow gradation, creating a more immersive overall atmosphere.

UE-Showcase Video

Assignment 1: Create Models for an Interactive Space document


✨ Reflection

For this "Advanced Modeling & Animation" assignment, I went through a complete learning and creative process, from design concept to rendering a complete scene in Unreal Engine 5. The assignment required us to create two models of amusement rides for a futuristic-themed interactive space. I chose a Ferris wheel and a carousel because they both represent rotation, rhythm, and joy, and are well-suited to conveying a sense of technology and fantasy through lighting and materials.

In Blender, I used Array Modifiers and Empty Objects to control the model structure, ensuring the precise and symmetrical distribution of the Ferris wheel's spokes, while maintaining a neat circular layout for the carousel's struts and roof structure. After modeling, I created a white clay model for lighting and shadow testing. This step helped me better understand the relationship between form and lighting, providing a reference for subsequent lighting adjustments in Unreal Engine.

After exporting the model as an FBX file and importing it into Unreal Engine 5, I began setting up the materials. I used a PBR material map downloaded from the Free3D website and rewired the Base Color, Roughness, Normal, and Metallic channels in the Material Editor. I also added an Emissive channel to create a neon effect. The Ferris wheel's light strips and the carousel's lights both used multi-layered emissive materials with varying colors, giving the scene a futuristic, night-time feel.

During the lighting setup, I used Directional Light, Sky Atmosphere, Volumetric Cloud, and Post Process Volumes to create an overall sense of space and ambient lighting. To give the scene more visual impact, I experimented with adding a Bloom effect. Initially, I wasn't sure how to open the Constant node or adjust the Bloom parameters in Unreal. I researched and asked AI questions, and learned how to find the corresponding options under Post Process Volume → Lens → Bloom. I then adjusted the Intensity and Method to achieve a soft glow effect. This exploration helped me truly understand the role of Post Process Volumes in rendering. During the import process, I also encountered a normal orientation issue. The model displayed correctly in Blender, but some faces were inverted in Unreal, causing the material to display incorrectly. I eventually solved the problem temporarily by enabling "Two-Sided" on the material. I also realized that I should perform a "Recalculate Normals" in Blender before exporting to ensure consistent normal orientation and enhance compatibility. This issue made me realize the importance of standardizing model operations when exporting across software.

This project not only improved my modeling and rendering skills, but also taught me how to organize project structures, name folders, control the intensity of emissive materials, and solve problems through trial and error. Although the work lacks animation, the combination of lighting, materials, and composition creates a futuristic virtual amusement park scene with a Ferris wheel and carousel.

This entire process has transformed me from a mere modeler to an independent creator capable of completing everything from modeling to rendering. I've learned how to proactively find solutions to technical challenges and have a deeper understanding of the relationship between light, shadow, materials, and structure. This assignment allowed me to appreciate the charm of combining technology and creativity, and gave me confidence to continue exploring more complex interactions and lighting expressions in Unreal Engine in the future.

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