Perancangan Aset 3D Semi-Realistis Berbasis Referensi Pada Musik Instrumental Berjudul “Minangkabau” Karya Fris Okta Falma
DOI:
https://doi.org/10.69693/ijim.v4i3.2051Keywords:
Aset 3D, Semi-Realistis, Reference-Based, Budaya Minangkabau, Rigging, TexturingAbstract
Budaya Minangkabau memiliki kekayaan visual yang kuat, terutama pada arsitektur Rumah Gadang, alat musik tradisional, dan ornamen ukiran sarat makna filosofis. Namun, representasi digitalnya dalam bentuk aset 3D masih sering bersifat statis, dengan rigging yang kaku serta tekstur yang belum merepresentasikan material asli secara optimal. Penelitian ini bertujuan merancang aset visual 3D semi-realistis bertema budaya Minangkabau berbasis referensi, yang diselaraskan dengan musik instrumental "Minangkabau" karya Fris Okta Falma. Perancangan dilakukan melalui pipeline produksi 3D sistematis: Pra-Produksi (pengumpulan referensi visual), Produksi (modeling, sculpting, retopology, rigging dengan Rigify, dan texturing berbasis PBR), serta Pasca-Produksi (lighting, rendering Cycles, dan komposisi visual). Aset yang dihasilkan—karakter pemain musik, Rumah Gadang, lingkungan bergaya Lembah Harau, Bansi, dan Talempong—diintegrasikan ke dalam video visualisasi berdurasi ±5 menit 20 detik beresolusi 2K. Pengujian menyeluruh menunjukkan produk layak secara teknis, dengan visual, sinkronisasi audio, dan kualitas rendering yang konsisten. Pendekatan reference-based dan semi-realistis terbukti efektif menghasilkan aset 3D yang akurat, autentik, dan siap dianimasikan, berpotensi menarik minat generasi muda terhadap budaya Minangkabau.
Downloads
References
Goodnough, E. (2025). The Impact Of Asian Animation On The Western World Of Animation. 16(5), 121–129.
Haapala, K., & Media, I. (2022). Utilizing Different Design Prin- Ciples For Hard-Surface 3D Art. March.
Hidayat, H. A. (2020). Bansi Organology : Minangkabau Wind Instrument Production Of Hamdan Thawil In Padangpanjang. 109–117.
Mosella-Montoro, A., & Ruiz-Hidalgo, J. (N.D.). Skinningnet : Two-Stream Graph Convolutional Neural Network For Skinning Prediction Of Synthetic Characters.
Parmadi, B., & Art, T. (2021). Variabilitas Tangga Nada Talempong Pacik Dalam Konteks Kesenian Tradisi Minangkabau. 36, 135–139.
Paszkowska, M. S., Milosz, M., Powroznik, P., & Lukasik, E. (2022). 3D Technologies For Intangible Cultural Heritage Preservation — Literature Review For Selected Databases. Heritage Science, 1–24. Https://Doi.Org/10.1186/S40494-021-00633-X
Rahmadani, N., Riza, Y., Islam, U., & Imam, N. (2023). Universitas Islam Negeri Imam Bonjol , Padang , Indonesia.
Sumampouw, E. M., & Pratama, T. A. (2024). RIGGING SYSTEM DESIGN FOR THE CHARACTER “ GERY ” IN A 3D CHARACTER ANIMATION COURSE. 17(2), 138–150.
Tan, S. (2022). Animation Image Art Design Mode Using 3D Modeling Technology. 2022. Https://Doi.Org/10.1155/2022/6577461
Yelmi, F., & Putra, E. D. (2022). Pembelajaran Musik Ansambel Tradisional Minangkabau Di SMP Angkasa Lanud Padang Learning Traditional Minangkabau Ensemble Music At SMP Angkasa Lanud Padang. 11, 309–320.
Youwang, K. (N.D.). Paint-It : Text-To-Texture Synthesis Via Deep Convolutional Texture Map Optimization And Physically-Based Rendering. 4347–4356.
Yulia, A. F., Bintoro, P., Yana, D., Andini, A., & Triloka, J. (2024). Comparison Of EEVEE And Cycles Rendering Performance In Blender 3 . 5 In The Context Of Interactive Visuals For 3D Animation. 10(7), 4086–4091. Https://Doi.Org/10.29303/Jppipa.V10i7.5910
Zhang, Y. (N.D.). Ref-NPR: Reference-Based Non-Photorealistic Radiance Fields For Controllable Scene Stylization.
Zhang, Y. (2022). Blenderphotonics : An Integrated Open-Source Software Environment For Three-Dimensional Meshing And Photon Simulations In Complex Tissues. 27(August), 1–23. Https://Doi.Org/10.1117/1.JBO.27.8.083014
Aricò, M., Dardanelli, G., La Guardia, M., & Lo Brutto, M. (2024). Three-Dimensional Documentation And Virtual Web Navigation System For The Indoor And Outdoor Exploration Of A Complex Cultural Heritage Site. Electronics, 13(14), 2833. Https://Doi.Org/10.3390/Electronics13142833
Comes, R., Neamțu, C. G. D., Grec, C., Buna, Z. L., Găzdac, C., & Mateescu-Suciu, L. (2022). Digital Reconstruction Of Fragmented Cultural Heritage Assets: The Case Study Of The Dacian Embossed Disk From Piatra Roșie. Applied Sciences, 12(16), 8131. Https://Doi.Org/10.3390/App12168131
Haynes, R. (2023). Evolving Standards In Digital Cultural Heritage – Developing A IIIF 3D Technical Specification. In M. Ioannides & P. Patias (Eds.), 3D Research Challenges In Cultural Heritage III: Complexity And Quality In Digitisation (Pp. 50–64). Springer. Https://Doi.Org/10.1007/978-3-031-35593-6_3
Kaplan, K. (2022). Real-Time Rendering Engines Help Visualize, Model, And Animate Ancient Cities: An Example In Antioch. Applied Sciences, 12(23), 12316. Https://Doi.Org/10.3390/App122312316
Okanovic, V., Ivkovic-Kihic, I., Boskovic, D., Mijatovic, B., Prazina, I., Skaljo, E., & Rizvic, S. (2022). Interaction In Extended Reality Applications For Cultural Heritage. Applied Sciences, 12(3), 1241. Https://Doi.Org/10.3390/App12031241
Pan, J., Li, L., Yamaguchi, H., Hasegawa, K., Thufail, F. I., Brahmantara, & Tanaka, S. (2021). Integrated High-Definition Visualization Of Digital Archives For Borobudur Temple. Remote Sensing, 13(24), 5024. Https://Doi.Org/10.3390/Rs13245024
Shih, N.-J., & Wu, Y.-C. (2022). AR-Based 3D Virtual Reconstruction Of Brick Details. Remote Sensing, 14(3), 748. Https://Doi.Org/10.3390/Rs14030748
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Indonesian Journal of Innovation Multidisipliner Research

This work is licensed under a Creative Commons Attribution 4.0 International License.


















