Advanced Modeling and Animation /Assignment 1: Create Models for an Interactive Space
23/9-22/10/ 2025
24.09.2025 - 2025 / Week 1 - Week 4
GeXianjing / 0377636
Advanced Modeling and Animation / Bachelor of Interactive Spatial Design (Honours)
Assignment Overview & Design Concept
For Assignment 1: Create Models for an Interactive Space, our task is to design and model two futuristic rides for a sci-fi virtual reality theme park. The process involves concept development, 3D modeling in Blender, and material and lighting setup in Unreal Engine. Each model must reflect advanced technology, interactive elements, and a strong sense of immersion.
My design focuses on two amusement rides — a Flying Alien Horse and a Rocket Ride Attraction.
The goal is to capture the excitement and visual identity of future theme parks by combining smooth mechanical structures with bright metallic surfaces and glowing materials.
To start, I researched several real-world rides for inspiration. The image below shows one of my main references — a rocket-shaped rotating ride surrounded by small spacecraft seats. This design reflects the sense of motion, balance, and dynamic composition that I aim to recreate in my 3D model.
Rocket Ride
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| Rocket Ride Attraction |
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| Rocket Ride Attraction, drawing |
After gathering references, I created line sketches based on the structure. This step helps me analyze proportions, component placement, and how each mechanical arm connects to the central axis. It also allows me to simplify complex visual details before translating them into Blender modeling.
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| Mood Board |
Rocket Ride – Main Body Modeling Process
At this stage, I mainly focused on building the main structure of the rocket ride.
First, I created a cylinder in Blender as the base shape, then used the Loop Cut tool to add multiple segments, allowing for more precise control of the model’s form. Next, I scaled and stretched the edge loops at different heights to shape the layered rocket structure — wider at the bottom and gradually narrowing toward the top, finally forming a pointed tip that matches the streamlined look of a real rocket.


After defining the main silhouette, I applied Auto Smooth Shading to make the surface transitions softer and eliminate sharp edges, giving the rocket a smoother and more metallic appearance. I also adjusted the overall proportion and height several times to ensure it visually fits with the rest of the amusement ride.
This stage establishes a stable and futuristic core structure, which serves as the foundation for later detailing, including the attached spacecraft, mechanical arms, and decorative lighting elements

Side rocket launcher


To create the “cockpit opening,” I switched to Edit Mode and used the Boolean Modifier.
I added a cube as the cutting object and performed a Difference operation with the main body of the spacecraft.
This operation removed the intersecting area of the cube, leaving a hollowed-out section that forms the seat cavity of the spacecraft.
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| cockpit |
To ensure perfect symmetry on both sides, I used the Mirror Modifier in Blender.
The process was as follows:
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First, I modeled the shape of one wing on one side.
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Then, I added a Mirror Modifier and selected the corresponding mirror axis (usually the X-axis).
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Blender automatically generated the mirrored wing on the opposite side.
This method not only saved modeling time but also ensured that both wings had identical proportions, angles, and positions.
After applying the modifier, I made slight adjustments to the connecting areas so the transitions appeared smoother and more natural.
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| symmetry |
Assemble the whole
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| 1.1 |
During the export process, I encountered an issue where the combined model in Blender was automatically separated into multiple small parts after being imported into Unreal Engine.
After some testing, I realized this happened because each component had a different origin point. To fix this, I aligned all origins to the 3D cursor, and the model was successfully imported as a single unit.
However, this solution also came with a limitation — since the entire model is now treated as one object, I can no longer edit the materials of individual parts in Unreal. As a result, I had to apply all colors and materials directly in Blender before exporting to ensure visual consistency.
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| Problem |
Flying Alien Horse
For the design of the Flying Alien Horse, I wanted the top structure to take on the form of a UFO-like saucer.
This shape reinforces the symbolic sense of futuristic technology, while the addition of neon lights and metallic reflections enhances the illusion that the entire structure is a glowing energy core floating in the air.
At the same time, I didn’t want the overall style to feel too cold or mechanical, so I introduced a Pegasus-like figure as the design for the ride’s seat.
Its wings and smooth, flowing silhouette bring back a sense of fantasy and innocence, echoing the playful and dreamlike atmosphere often found in amusement parks.
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| Sketch 1 |

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| Sketch 2 |
Tutorial
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| course |

Entered Edit Mode and used the Loop Cut tool (Ctrl + R) to add multiple segments along the height of the cylinder.
These divisions allowed me to control and refine the shape more precisely at different levels.
Using the Extrude (E) and Scale (S) tools, I modified the selected sections to create variations in form — building up distinct layers such as the base, main body, and top cover.
When creating this seat, I first stretched a cube into a rough L-shape, then added loop cuts at the corner to ensure a smooth bend.
After that, I applied a Subdivision Surface modifier to make the overall form more rounded, and finally used a Bevel modifier to soften the edges, giving the model a smoother and more solid appearance.
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| seat |
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| Flying Alien Horse |
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| Flying Alien Horse |
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| All |
Finshed video
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