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45 posts
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Eventually I finished rendering the model of the upper body,I don't think the results are not as good as what I want, but this challenge was a good experience,this is my first time to make a full flow character in blender.
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Use the adsorption function to attach the belt and armor modeling to the body,then model the decorations individually to enrich the modeling refinement.
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Blender is an excellent program to get the job done even without multiple programs like zbrush and maya,I can finsh simple model and map, and add some plugins, some UV also can be cutted easily
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I wanted to make the face as similar as possible to my concept, so I exported a zbrush default small body female face modeland imported it into blender and change it.
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It will cost a long time to create very detailed hair, so I choosed a relatively simple method to save time, I just used the rectangle topology and then auto-smoothed the colour to make the hair look a bit smoother.Then expanded the uv and colored it uniformly
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First make a sphere, then make some fur geometry and copy it to cover the whole shoulder armor,finally, merge them and paint the texture to complete the simple fur cape.
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Pavilions are relatively difficult to create, but I can separate parts of the model to reuse the model again to enrich the scene.
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In order to fit the Chinese style scene, relevant buildings are essential, such as galleries, towers and pavilions.But these types of buildings are also great tests of my modeling skill, so I put them relatively far back so that they don't interfere with the layout of the screen, but also to improve the finish of the environment since traditional ink painting has the habit of leaving white space.
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Use the topological rectangular surface to create the general shape of the ship and then use the extrusion function to create the thickness. I used the blender sculpt function to make the surface look smoother, and finally imported ue5 in fbx format and added material.
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Originally I used some mountain resource models in the scene to complete the background, but in order to work on the development project, I re-modeled the mountain by using blender, which is not a difficult process but it takes a lot of time to add details.And by rotating the model at different angles, it can be reused to save modeling time.
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I used geometry to create some lights to recreate the lampstands commonly found in Chinese lakes.blender is a very useful tool, especially for creating props in the scene, without the need to use multiple software to complete the detail optimization.
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In order to enrich my ink painting scene and make it more vivid, I made some models of birds and used the shapes related to ink paintings.First I created the shape by using some simple geometries, then I added the models to the scene and added the ink materials.
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Academic Blog
Art works of women and the impact on artistic diversity
Chenge Mao
The ukiyo-e artist Geshi Beizhai, who painted the world-famous Kanagawa Surfing Sato; Monet, the ‘leader of Impressionism’; and Rodin, the master sculptor. ...... If these names are familiar to you, have you ever heard of Pipeline Ascension, Geshi Yingwei, Berthe Morisot, Camille Claudel? In the long history of human art development, women have always played a role that cannot be ignored. From the sculptures of the Ancient Greek period to the paintings of the Renaissance, the female figure has always been the subject of artists' enthusiastic expression. However, despite the frequent appearance of women's images in works of art, the position of women artists in history has long been neglected and marginalized. But they used the impact of their artwork to change their situation, they may have caused some influence on artistic diversity because of the immediacy (Goodpasture. E.2022.),art works attracted attention quickly.
Art historian Linda Nochlin (1971) said that “The entire situation of artistic creation, including the development of the creator and the quality of the artwork, taken place within a certain social environment, therefore the problem of women artists’ situation should be thought in terms of the dimension of ‘social structure’.” Although there was a general prejudice against women in those days because of the social situation and issues, there was no prejudice against works of art, so that women need to use different ways to make a difference.
"Since some negative rhetoric and prejudice still exists, some women artists are reacting against avant-gardism and retrenching in aesthetic areas neglected or ignored in the past and created a completely different art style." (Parker, R and Pollock, G., 2020). During this period, women artists developed a strong sense of independence and equality in art, creating works with unique styles that reflected their different upbringing and perspectives. Their approach to art was distinct from men’s and should be recognized rather than suppressed. For example, in Europe, landscapes were considered lower-tier art, but in Japan and China, women presented landscapes in diverse and innovative ways. One such artist, Geshi Yingwei, the daughter of Geshi Beizhai, carried on her father’s techniques while incorporating her own creative ideas. Her ukiyo-e works, like Night Cherry Beauty, remain influential today, and her art has been reinterpreted by others. The ukiyo-e style, which originated in Japan, became widely acknowledged and passed down globally, with many artists embracing it.
In this period, the lack of women in traditional art historical scholarship will lead to the prejudicial treatment (Goodpasture. E.2022). It was difficult for women to have a direct voice in those times, so they had to speak out through their artwork. Such a move, while improving the status of women, also made a significant contribution to the development of the arts. It was difficult for society to see the situation of the different classes of women at that time directly with their eyes because of the prejudicial treatment, and men in the higher classes did not make a point of understanding it, but works of art circulated easily among the different classes, and this gave society a chance to understand it.
From the article of The Female Nude: Art, Obscenity, and Sexuality (Lynda Mead synopsis) we can know that, compared to the male body, the female body is visually more curvaceous and softer. Their silhouette, skin texture and elegant posture provide artists with a rich source of creative material and inspiration. The softness and elegance of women's bodies make them visually appealing in works of art, and thus they become the objects of artists' competition.
From 2012 to 2014, the issue of sexism and diversity in digital gaming culture came to the forefront of public attention, especially with outbreaks such as Gamergate, where the topics of gender and diversity sparked widespread discussion. During this period, feminists and supporters began criticizing gender stereotypes in games and calling for more inclusive content, such as diverse characters and stories. At the same time, some gamers and developers objected to this, arguing that these changes were too political or detracted from the nature of gaming. Game companies have also begun to emphasize diversity in their marketing, although sometimes this has been criticized as superficial. Overall, the debate reflects whether the culture of the games industry should change to promote more socially inclusive values.(Becky Chambers 2012; Jennifer deWinter and Carly Kocurek, 2012). It's easy to see from the article that people have begun to pay a lot of attention to the issues related to women in the digital games. In the art market, the audience's needs and preferences have an important influence on the creative direction of artists. As the female figure has a high degree of popularity in art works, artists are more inclined to create female-themed body art works to meet the needs of the market and the audience. This market demand in turn further consolidates the dominant position of women in different types of art.
After reading the article of On Women Creators: Exploring the Impact & Influence of Women in the Arts, I found that women also pioneer the modern arts(2024). Even though the female figure dominates body art, artists continue to explore and innovate. They try to represent the female body through different angles, techniques and styles to reveal its unique charm and connotation. At the same time, this exploration and innovation has also promoted the development and progress of body art. Their works not only link nature and abstraction, but also give the viewer a sense of “shock that it takes time to look” at things they are oblivious to in their daily lives, through close focus and unique perspectives.
The widespread recognition of the work of female artists has accelerated as they continue to produce works that complicate and challenge our understandings of gender, identity, empowerment, and expression.(Women and Art) With the progress of society and the evolution of aesthetic concepts, the status of female artists in the field of modern art has gradually increased. Through their continuous efforts and innovations, they have brought to the art world a rich variety of creative styles and profound topics for reflection.
From the analysis on IGN, I can find that the number of female characters increased a lot, they are sexualized but capable(张梦霞, 2024). Hyperreal gameplay helps to differentiate and diversify female characters, character design should prioritize narrative and character development. The gaming industry should aim for greater gender equality, creating characters that reflect diverse personalities and strengths. This would encourage positive gender attitudes and self-concept among players. Game manufacturers should focus more on designing better characters to make players feel emotional while playing the game rather than changing the character's settings to be gender correct.
The journal which wrote by Sergey Snegiev analysed the changes in the video game industry regarding character design, especially the portrayal of female characters and the progress in gender inclusivity (March, 2024). Positive changes have happened in the digital game industry, particularly regarding female character design and gender equality. From the past prevalence of sexualized portrayals to the increasing focus on realistic and respectful representations, the industry is moving toward a more balanced approach to character creation. The inclusion of transgender characters and LGBTQ+ themes also signifies a broader cultural shift in gaming toward diversity and inclusivity. However, there is still work to be done in challenging traditional gender norms and creating even more diverse and empowering characters. The future of gaming holds potential for further breaking down stereotypes and offering more inclusive, multifaceted representations of gender and identity. As the industry evolves, future game designs have the potential to reflect a wider range of human experiences and perspectives, helping to foster inclusivity in a variety of forms to make moreimpact on artistic diversity.
References
Goodpasture, E.,2022. Galleries continue to erase women artists in their blockbuster exhibitions. [pdf] Available at: UH Online Library< https://theconversation.com/ galleries-continue-to-erase-womenartists-in-their-blockbuster-exhibitions-184988>. [Accessed 6 July 2022]
Nochlin, L.,1971. Why Have There Been No Great Women Artists. ART news,[e-journal] 69 (2). Available at: <https://www.artnews.com/art-news/retrospective/why-have-there-been-no-great-women-artists-4201/>. [Accessed 30 May 2015]
Parker, R and Pollock, G., 2020. Old Mistresses: Women, Art and Ideology. [e-book] Hoboken: Bloomsbury Publishing Plc. pp.3-8. Available thorough: UH Online Library
<http://ebookcentral.proquest.com/lib/herts/detail.action?docID=6355464.>
Goodpasture, E.,2022. Galleries continue to erase women artists in their blockbuster exhibitions. [pdf] Available at: UH Online Library< https://theconversation.com/ galleries-continue-to-erase-womenartists-in-their-blockbuster-exhibitions-184988>. [Accessed 6 July 2022]
Mead synopsis, L.,2020. The Female Nude: Art, Obscenity, and Sexuality[e-journal] Available at: Google books. <https://books.google.com/books/about/The_Female_Nude.html?id=0PoNAAAAQAAJ&hl=en> [Accessed 5 September 2020]
BECKY, C., 2012. The All-Too-Familiar Harassment Against Feminist Frequency, and What the Gaming Community Can Do About It. The Mary Sue. Available at: Kindman & Co.<http://www.themarysue.com/the-all-too-familiar-harassment against-feminist-frequency-and-what-the-gaming-community-can-do-about-it/.> [Accessed April 17,2014]
Hoover, A.,2024. On Women Creators: Exploring the Impact & Influence of Women in the Arts. Available at:<https://www.kindman.co/blog/impact-influence-of-women-in-the-arts> [Accessed March 21,2014]
“Women and Art” Available at:<https://www.nga.gov/learn/teachers/lessons-activitoes/uncovering-america/women-art.html>
Mingxia, z., 2024. A Content Analysis of Female Characters in Video Games: Sexy But Powerful. Advances in Psychology, 14(1), 395-403. [e-journal]Available at:<https://doi.org/10.12677/AP.2024.141055> [Accessed January,2024]
Snegiev, S.,2024. Virtual Equality: Changing Women's Representation in Video Games. [e-journal] Available at: HackerNoon < Virtual Equality: Changing Women's Representation in Video Games | HackerNoon > [Accessed March 9,2024]
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READER
Computer games, trust, and immediacy: Role-playing as immigrants in the South
This article discussed various social and psychological theories related to racial and ethnic diversity, trust, and the role of role-playing games in improving social trust,role-playing games, particularly those involving the immigrant experience, can help build empathy and trust between groups. These games serve as tools for reducing prejudice and fostering a deeper understanding of diverse social and cultural dynamics, potentially contributing to greater social cohesion and reduced bias. However, to fully validate these effects, further research with control groups is necessary to distinguish the game’s impact from other factors.
Reference:Bouchillon, B.C. and Stewart, P.A. (2023) “Computer games, trust, and immediacy: Role-playing as immigrants in the South,” Computers in human behavior, 140(107571), p. 107571. Available at: https://doi.org/10.1016/j.chb.2022.107571.[Accessed: December 28, 2024]
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READER
A novel method for natural motion mapping as a strategy of game immediacy.
This article provides a comprehensive overview of the concepts of "presence" and "immersion" in the context of digital games, particularly those involving body movement.
It suggests that body movement plays a crucial role in enhancing both immersion and presence in digital games. The more players' actions in the physical world are mirrored in the virtual world, the stronger their experience of presence and immersion becomes. This interaction is especially important for games designed around full-body movement, where the player’s movements directly influence the in-game experience, blurring the lines between the player's world and the game world.
Reference:“A novel method for natural motion mapping as a strategy of game immediacy” (2018) KSII Transactions on Internet and Information Systems, 12(5). Available at: https://doi.org/10.3837/tiis.2018.05.022.[Accessed: December 28, 2024 ]
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Create a mapless model in Blender, then import and add ink materials, adjust the reflection and roughness of the water surface, place the raft model on a flat surface, and add wood grain ink material details.
This is an attempt to stylize the work, and using the unreal engine to create this kind of scene might be used in a Chinese-style game.
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READER
Do Prospect-Based Emotions EnhanceBelievability of Game Characters? A CaseStudy in the Context of a Dice Game
The primary focus of the study is to investigate how prospect-based emotions influence the way human players perceive game characters that express these emotions. We hypothesize that games are an ideal domain for this investigation, as they typically involve explicit goals (e.g., winning the game), expectations (e.g., winning or losing a particular phase), and prospect-based emotions (e.g., hope or fear). For example, a poker-playing agent that expresses excitement because it is likely to win, or sadness because it feels it has no chance to win, is likely to be perceived as more believable than an agent that does not show such emotional responses.
This study has far-reaching significance in multiple fields. By enhancing the emotional expression of game characters, it not only improves player immersion but also offers valuable insights and new approaches for emotional computing, artificial intelligence, and human-machine interaction research. As technology advances and research deepens, these emotion-enhanced models may play a broader role in practical applications, further driving the development of virtual reality, intelligent gaming, and emotional AI.
Reference: Bosse, T. and Zwanenburg, E. (Jan-March 2014) “Do prospect-based emotions EnhanceBelievability of game characters? A CaseStudy in the context of a dice game,” IEEE transactions on affective computing, 5(1), pp. 17–31. Available at: https://doi.org/10.1109/t-affc.2013.30.[Accessed: December 24, 2024]
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