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Hoang Quy Hien Nguyen

Course Participation
Bravely participating in 2 courses

3D Modelling Fundamentals
This intensive course aims to teach you the fundamentals of surface modelling, texturing and animation in Blender 3D
3D Modelling Fundamentals
This intensive course aims to teach you the fundamentals of surface modelling, texturing and animation in Blender 3D

Assets
Working hard on 59 assets

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Discussions
Asking questions in 18 discussions

Showing 10 discussions out of 18
Little Prince Practical submission of Hoang Quy Hien Nguyen for Jerome Gardiner
Sent on Saturday, 29 Mar 2025
Fruit Basket of Hoang Quy Hien Nguyen
Sent on Friday, 21 Mar 2025
Simple Model of Hoang Quy Hien Nguyen
Sent on Friday, 21 Mar 2025
Simple Model of Hoang Quy Hien Nguyen
Sent on Friday, 21 Mar 2025
Advanced Model of Hoang Quy Hien Nguyen
Sent on Friday, 21 Mar 2025
Candle - Modelling by Hoang Quy Hien Nguyen
Sent on Sunday, 16 Mar 2025
Logo submission of Hoang Quy Hien Nguyen for ${tutor}
Sent on Monday, 10 Mar 2025
Submissions by Hoang Quy Hien Nguyen
Sent on Monday, 03 Mar 2025
Major Assignment of Hoang Quy Hien Nguyen
Sent on Monday, 24 Jun 2024
Animation of Hoang Quy Hien Nguyen
Sent on Sunday, 02 Jun 2024

Replies
Actively replying in 5 comments

Thanks, I would add a couple more touches or objects into this scene if only it wasn't so terribly optimized…

Sent on Thursday, 20 Mar 2025 · in Candle - Modelling by Hoang Quy Hien Nguyen

I made the hat using the remeshing modifier on a cone and I'm not quite sure what light artefacts you're mentioning because I just put an image texture onto the hat and started dotting on it haha, the rest is all default Principle BSDF.

The second image looks like that because I didn't have time to render the second angle with the new changes I made.

Sent on Saturday, 08 Mar 2025 · in Submissions by Hoang Quy Hien Nguyen

Originally, I wanted to make a street like the last image but I just couldn't really replicate the look of it without lagging my computer. I have a serious creative block after that so I just picked random objects and play around with different composition techniques rather than making more detailed models. The project started to slow down my computer and I had to limit myself on what I could add, ending up with this. The heavy fog was not intended but it took so long to render so I had no other option than to use it, playing more into the composition would have made my render take 2 days+.

 I know its not the best work I have done and I could have done better if I had consulted Jerome but I had increased work on my end and I always return late, I apologize for this. 

Sent on Thursday, 27 Jun 2024 · in Major Assignment of Hoang Quy Hien Nguyen

Thanks Jerome! I just applied a crystal-texture shader onto the cylinder and added an Emission node and really cranked that thing up so it shows well in the shots, coupled with the crystal texture.

Here's the material node map:

Sent on Tuesday, 16 Apr 2024 · in Advanced Model of Hoang Quy Hien Nguyen

Hi Tomas, I got the transparent look by setting the bubble surface material to principle and dropping the alpha value down to around 0.1, the key to getting the transparency look in the screenshot was by changing the render engine from EEVEE to Cycles since EEVEE is incapable to true transparency, hopes that help!

Sent on Wednesday, 06 Mar 2024 · in Submissions by Hoang Quy Hien Nguyen

Contact

Assoc. Prof. Tomas Trescak
Gamification, Implementation, Courses
chef@sp.com