ANI210 Production: Week 5 Unwrapping & Extra Tasks

Last week, my team and I worked on adding variations to our props. When we got them approved, we started on unwrapping our props along with some variations. Before I unwrap my props, I make sure to reset Xform on each of my props. I unwrapped my props by using the pelt tool. The pelt tool helps me draw and select edges that I want to split and unwrap. I pelt the edges on a certain side that people would not notice.

 Luggage 1


Stone Lantern 1

Luggage 2

Stone Lantern 2

Stone Lantern 3

Stone Lantern 4

After unwrapping my parts, I helped one of my team members add extra details to our shrine model such as the roof platform and its roof tiles. I first added a lot of edges around the shrine. Next, I selected on all the faces on top of the roof and inset to create an inside face layer. I select all the inside face and moved them up to create a shell pattern. Now at least the Shrine is a bit more detailed. I unwrapped the shrine by using the pelt tool, relax the unwrap, and organize the unwraps in the rendered box.

 Before:Screenshot (343)


Screenshot (342)


I also helped add more details to our cabin model that was made also by my other teammate. At first, we thought the cabin was good enough since we must keep every model low poly as possible, but my lecturer told me that it looks like a toy. So, I deliberately took the task to add more details to the cabin. I added a lot of horizontal edges around the wall, inset each face, and pulled them out to have a wood plank shaped pattern. I did the same for the roof but vertically tilted the planks. I then made a roof rim on the sides and extrude them up. As for everything else, I made and clamped a few rectangles together to cover the windows. Then I made a door with an extruded handle. After I finished modelling, I unwrapped the cabin with the pelt tool and pelted each feature of its own such as the handle and the extra wooden planks. I relax the unwraps, fixed them and organized them accordingly to fit in the box.


Screenshot (341)


Screenshot (340) 



ANI210 Production: Week 4 Modelling Variations

Last week, my team and I had to model 30 props for our game. I was assigned to model a stone lantern, luggage and tree etc. After showing our work to our lecturer, we were then assigned to make 3 additional variations of our props.

For my stone lantern, I added one variation with open cracks by using the cut tool that helps me draw edges around certain faces of the model. After drawing the cracks, I delete the drawn face. I then repeat the step in other parts of the model until I get a broken stone lantern. The second variation I made came in a different shape. I added vertical edges on each side and moved certain edges to make the stone lantern round. I resized the hat of the stone lantern to make it look bigger. I moved the hat vertices on each corner down to make it look different. The third variation I made has small broken craters around the stone lantern. I used the cut tool to draw out the shape on certain areas, added a vertex in the middle of the drawn face, and pushed it. Here is what it looks like:

 Screenshot (334)

The other prop I worked on is the luggage. I made variations of it by changing the shape of the luggage and adding cracks to the luggage. I used the cut tool method, the same method I used on the stone lanterns, and made cracks around the luggage and deleted certain faces or polys. By changing the shape of my other luggage variation, I added edges and used a shift tool, a tool that molds the models, to make the luggage look round. The third variation I made was resized into a more boxed shape. I chamfered the edges to make the luggage have round corners.  Here is what the luggage variation looks like:

 Screenshot (335)

I then moved on to making gravestone variations. I made another gravestone by resizing it and making it taller. I added additional features by adding more edges and extruding a small face in the lower part of the gravestone to form a tiny table. The other gravestone I made has destroyed parts and craters. I used the cut tool to draw out on certain areas. I then added a vertex in the middle of the drawn faces and pushed them in to create crates. I repeated the same step in other parts of the model. The last gravestone I made has a big crack in the middle. I used a cut tool to draw out the crack and deleted that drawn face. I cap or filled the hole in my model and added edges to keep the polys four sided. Here is what my gravestones look like:   

 Screenshot (336)

Finally, I worked on adding variations for the trees. I made variations of the trees by adding horizontal edges and selected them to twist the trees. The other variation I made is more bent and curved. The last variation I made comes in a different shape and is the smallest tree among the tree variations. Here’s what it looks like:

Screenshot (338)

ANI210 Pre Production: Week 3 Modeling

This week after having our prop concepts and our characters approved, I gave my team a task to start 3D modeling on the concepts that they were assigned to. Our goal is to finish modeling in one week.  I focused on modeling the stone lantern, the luggage, the gravestone, and a tree. Even though they are easy to model, it will take a lot of time correcting them and making them look accurate.

I started off by modeling the box into a stone lantern. I reference the model with this picture and drew out the concept of it:


(P., n.d.)

Stone Monument

I inset the top face of the box and extruded it to make the body of the stone lantern. I chamfered the edges or the lines on the bottom to make it look more round and smooth. I added an edge in the middle of the body to make it have a thin, slim curve. I then kept on extruding and resizing the parts of the model until I get the accurate shape of the object. I move the dots or the vertices to reshape parts of the model to look round or far apart. Here is what my model looks like:

Screenshot (329)

Next, I modeled a gravestone. I modeled according to the concept that was given to me from one of my teammates and made a simple low-poly model of it. I started off with a box, inset the top face and extruded it. I changed the shape of the extruded parts to make it look round. This is the model of my gravestone:


Screenshot (330)

Then, I modeled a luggage. I worked on it with the box first. I chamfered the corner edges to make it round and not sharp. I deleted the top face and added horizontal edges on the body to reshape the object and not make the sides look flat. I copied or duplicated the object to make it act as the other half of the luggage on top. I attached them together and worked on additional features such as the lock and the hinge:

Screenshot (331)

Another model I made is a staircase. I made it first out of a rectangle and added a lot of vertical and horizontal edges or lines so that I can change the topology of the staircase. I arranged the polys accordingly, inset each face, and moved the inset face up to make the stairs have a distinct shape and cracks. I then used the cut tool to add edges and make sure each poly is four sided. This is what the stairs look like:

Screenshot (339)

Finally, I worked on a tree prop. I used a cylinder object with eight sides and adjusted the bottom to make the tree have its roots. I also chamfered some vertical edges to make one edge have three edges. I push the middle edge from the three to create a curve. I repeat the same steps towards the other vertical edges. I then choose a spot to extrude and create a branch shape. Here is the model of my tree:

Screenshot (332)


ANI210 Pre-Production Week 2: Pitch & First Task

This week in studio class, after preparing our new ideas for our game, my team and I presented our new detailed pitch to our lecturers. We called ourselves the Darkwood Studios and our horror game will be known as Necrophobia.

Screenshot (326).png

Everyone in my team, both animation and game programming students, presented their part well. I helped explain about the story of the game while the others explained about the features, the concepts, the characters, and how the game will be programmed. In our game, players will play as our character named Johnathan and they must find seven pieces of the relic around the forest, but along the way, they will have to avoid monsters that patrol around the area. The players will be forced to take different routes in order to stealthily avoid contact with the monsters or else the players will be chased and be killed.

After presenting our pitch, our lecturers explained to us that we needed to reduce any animation that acts as a cutscene and told us that we need to add something more to the game that will not bore the players or look too simple. I may not be a game designer, but it is my job to give players continuous challenges, each of which that leads to another challenge, and to keep the players hooked on playing the game. Overall, we did well presenting our pitch.

After receiving feedback from the lecturers, I gathered my team and discussed with them on what to add in the game. I decided and suggested that we should make the map have a maze path and the trees will act as walls in the game. We also decided to add a special pickup item such as the axe, which will act as a key to unlock hidden areas. We were given a task then to make thirty detailed concepts of our props, concepts of pickups and concepts for the characters. We all made a list of props to draw and hand out the list to see who will draw this or that. I told my team to draw all the given tasks that they have received before the deadline. I believe that managing our time and getting the work done will help us stay on top of our tasks and get more work done.

At the end of the week, here are some of the few examples that I made so far:

GrassStone MonumentWebWood axe

And here is a character that one of my team members drew:

Wendigo concept.jpg

We had to draw them in a quarter perspective and include them in our art bible for our upcoming showcase. We all did well in our part as we plan to model them in the next upcoming week.



ANI210 Week 1: Introduction

After going through trials of studies and assignments, I was finally able to pass and continue in a whole new trimester. I am now attending a special three-day class called Studio (ANI210). 

Back to class for animation, my objective and assignment for this trimester is to make a game. My classmates and I are assembled randomly into different groups. My group is consisted of six animators, including myself, and two game programmers. I did not care who I was working with because I believe that if the group works together as a team and always help each other out, the project and the workflow would go smoothly. That way we can understand each other and see what we are capable of. As the article about the importance of teamwork said, “A team that works well together understands the strengths and weaknesses of each team member” (Root, n.d.).

All the group members voted me as their leader; in fact, my lecturer even chose me without giving a second thought. Having been chosen as the group’s leader, I am determined to make sure that the project would become a huge success, and I believe that this would be a great opportunity to develop myself. As Ashley Fern said in her blog and article, “To be successful, you need to have a deep understanding of what holds value to you” (Fern, 2013). Knowing what my goal is, I start developing my belief for the project and find ways to work on it effectively.

After brainstorming ideas for our game, my group and I decided to make a Japanese themed horror game. We pitched the idea to our lecturers and received feedback that our pitch is good. They also told us that we just need to know how the monsters will act or respond during the game. After receiving feedback, we were given an assignment to make a presentation according to our pitch next week. We needed to include details for the game such as the background story, concepts, and how the A.I. will be programmed. I gave each member of my team a task on what to work on, and I made sure to check on my team members and help them in any way possible. As a team leader, it is my job to help my team and help them work efficiently.

As for now, I hope to make the game fun with the help of my team.


Fern, Ashley. What It Takes To Be A Leader. 2 July 2013, Accessed 28 Sept. 2017.

Root, George N. Importance of Teamwork at Work. Accessed 28 Sept. 2017.



Overview of Critics, Reviewers, and Journalists

In week 11 of CIU111, I was given a new perspective of how critics or reviewers behave and how they are important for your career.

At first, I thought criticism is a negative response to your work; however, in creative media, it is neither a negative or a positive response. Rather, it is a thoughtful analysis of your creative work.

Many figures in history has developed a proper meaning and purpose of criticism. For example, Strabo did not only criticize the temple of Artemis’s geographic area specifics, but also the quality of the construction. Procopius criticized Constantinople’s Hagia Sofia not with just the description of the construction, but also described the experience when observing the construction. When years passed by, criticism were feared upon people especially in art museums because many artists or the people responsible in museums were afraid that their reputation would be ruined by the critics’ negative response.

However, I learned that criticism is very important and should be valuable to the people when given an objective reaction. It does not only show the truth, but it also provides a meaningful response. This is what Caitlin Quain said in her article, “I have come to realize that accepting criticism and using it to make you work better is too valuable of a resource to not take advantage of” (Quain, 2016).

Image result for criticism gif

(“Funny GIF – Find & Share on GIPHY”, n.d.)

I also learned that reviews are very different from criticism because reviews can only describe how the work is done well or how it is poorly done.

To be a critic or a journalist, I learned that you need to have enough knowledge to know of what you are criticizing and enough sense or sensibility to judge other people’s work.

In some time of our career, there will always be a time when we will someday encounter a journalist. To have a good interaction with journalists, I learned that it is important to research or know more about them. It is important to know what your journalist write about, the publications he/she post, and his/her target, so that you can be prepared to give off an impression according to how you want your journalist to view you. Of course, it is important to make your interaction with your journalist comfortable and not awkward.



·         Funny GIF – Find & Share on GIPHY. GIPHY. Retrieved 11 April 2017, from

·         Quain, C. (2016). The Importance of Criticism. Odyssey. Retrieved 11 April 2017, from



Collaborating with Fans as a Content Creator

During my week 10 lecture of CIU111, I learned about who my potential fans are, and the ways of collaborating with your fans.

I learned that my fans are not only the ones who enjoy my work, but those who wish to learn about my skills or those who wish to support me, but not my creative work. My interaction and communication to the fans is also important because it shows how much I care about them. It also brings my fans to continue to support me. Allie Lewis said that, “When they see that you have taken the time to notice them and hear what they have to say, they will realize that they are important to you and you value them, making them more likely to remain happy with your company” (Lewis, 2014).

Image result for fans gif

(“Animated gifs – Daniel Boud | Sydney Photographer”, n.d.)

I soon learned that there are ways of having my fans to help support in my career. Through crowdfunding services (such as Patreon), fans can support me by funding or donating their money to support my work or project. However, this cannot work without having a community of fans who can help spread my popularity through networking. Through networking, my fans can spread about my work towards other people outside of my network; thus, promoting my work and allowing my work to become well-known to the world (Fan marketing). Of course, it is important to know that as a celebrity, one must reward his/her fans for their support and funding.

Image result for crowdfunding gif

(Knibbs, 2015)

Another way of having my fans to collaborate or be involved in one of my projects is through fan approval and fan response. Through them, fans can help give out their opinions on what they think is best for my work to become a success. This will help me process my fan’s opinions and what I think is best for my project; as a result, it will help me be decisive. In the article about accepting other people’s differences, Jeff Durham said that, “Listening to other’s opinions doesn’t mean you have to deviate from your own firmly held viewpoint, although a diverse opinion to your own can sometimes make you think about things in a different light” (“Accepting Other Peoples Differences”, 2017).

Image result for listening to opinions gif

(“”, n.d.)

Finally, if I want to involve my fans into collaborating with me, I can set up a co-production where fans can help me and contribute their effort into building the project. As one would say, “A collaborative workplace naturally cultivates a sense of community within an organization” (“The Importance of Collaboration in Today’s Workplace | elcom”, 2016). This will help me set up a special relationship with the fan community and allow the fans to know that their support was helpful and appreciated.




·         Animated gifs – Daniel Boud | Sydney Photographer. Retrieved 11 April 2017, from


·         Durham, J. (2017). Accepting Other Peoples Differences. Retrieved 10 April 2017, from


·         Knibbs, K. (2015). Retrieved 11 April 2017, from


·         Lewis, A. (2014). The Importance of Fan Engagement. Tailwind Blog. Retrieved 10 April 2017, from


· Pinterest. Retrieved 11 April 2017, from