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Final Major Projects FMP

Week 5

Modelling in Maya

The focus of making a nice stylized model in model is maintaining clean geometry and minimizing polygon count while preserving the shape of the model. In this way it is easier to create model effectively for stylized environment.

When creating the model, make efficient use of polygons. Avoiding adding unnecessary detail in areas that won’t significant impact the visual appeal or are rarely seen. Also it is important to always smooth the model. This can help me build my model without adding extra polygons. While keeping the polygon count low, I still pay attention to where I should add necessary details to convey the style of the model. Sometimes, it is ok to add extra polygons as long as it serve the model well. I also pay attention to the proportions of the model as well. When making stylized asset, slightly exaggerating the proportions can add a lot of appeal to the model. I like to experiment with different proportions to see what best firs my model.

What to do next week:

Next week I will work on the UV map of the model. Because I’m going to use the method of trim sheet for texturing. The UV is crucial for a good texture.

Overall, the key to a nice model for stylized environment is to keep it clean. The polygon count of the model has to be as little as possible while holding the shape of the model. So it is important to double check to make sure there’s no extra polygon.

I didn’t follow exactly the original design I have. I changed a little bit of the detail because I think it looks more appealing this way.

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Final Major Projects FMP

Week 4

This week I will start to officially to work on the my fmp project.

Storyboard

scene 1: 1-10s the first shot is used to show the overview of the environment. I want to present the stage of the story to the audience.

scene 2: 11-16s the second shot is to present the shift of environment through the change of light. The purpose of this shot is to reveal the arrival of the dawnbringer.

scene 3-4 17-31s in this shot, the bringer show her presence.

scene 5-6 32-42s dawnbringer took away the light inside the house

scene 7 43-53s the shift from night to day

scene 8 54-60s the dawnbringer looks at the beautiful clear sky. She’s happy that once again, the darkness fades and the light comes.

scene 9 60-65s the final scene of the environment. Everything looks harmony under the sun.

Reference for the shot:

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Final Major Projects FMP

Week 3

In the end, I decide to use proposal 2 for my Fmp project. I think proposal 2 works better for the perspective of time. Before I start the project, I decide to study the way to make stylized texture in substance painter so I can prepare for the production of this project.

Key Parameters of the Stylized Textures

Stylized texture often rely on simper and more abstract shapes. It is important to experiment with the basic shapes and transformation nodes in Substance Designer. Because the shape is simpler, the colour is crucial. Use the right colour can help the artist to express the effect they want better. Also it is necessary to pay attention to the detail, unlike realistic texture where details are aim to mimic real life, stylized texture often use exaggeration for artistic effect. Such as, make the cracks in a rock surface larger. Referencing other art style is a great idea for the creation of stylized texture as well. Such as comic books, impressionist painting and ghibli movie. Adding noise and gradients could benefits the artistic effect of stylized texture on a large scale.

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Final Major Projects FMP

Week 2

FMP PROPOSAL 2

Purpose of the animation:

I have this idea of creating an animation depicting the transition between night and day. It revolves around the concept of a goddess, who serves as a symbol representing the external influencer responsible for altering the environment. The purpose of this animation is to test the ability to shape a stylized environment in cinema 4d with the technique of multiple software, such as Zbrush, Maya, Blender, Substance Designer, Substance Painter.

Animation description:

“Dawnbringer” is an animation that centers on the mystical entity responsible for initiating the dawn, symbolizing the transition from night to day. This tale unfolds in a world enveloped in the mystery of perpetual night. The narrative revolves around the arrival of a unique being, the Bringer of Dawn, who introduces the first light, heralding the dawn. The story weaves themes of renewal, hope, and the natural cycles of time.

Environment:

I want to set the location of the story in a house in a quiet forest next to a lake. There’s a lot plants around it. I want the whole scene to look peaceful and harmony.

Software(plan to use):

Photoshop and Procreate for sketching, Substance Designer for making texture, Substance Painter for shading and baking, Maya and Zbrush for modelling, Cinema 4D and Octane for rendering, Premier Pro for editing.

Environment moodboard:

Environment design:

Character Design:

The character is supposed to be goddess-like creature. I want her to have a sense of night and motherhood.

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Final Major Projects FMP

Week 1

FMP PROPOSAL 1

Environment Art in Unreal Engine

For the FMP project, I planned to make a short video about environment art in Unreal Engine.

For my last project, I made a scene in Unreal Engine as a practice and preparation for the Fmp Project. In the FMP project, I will continue my progress on learning environment art in Unreal Engine.

Software(plan to use): Substance Designer for making texture, Substance Painter for shading and baking, Maya and Zbrush for modelling, Unreal Engine for compositing.

Plan:

First I will find more research and inspiration. Before starting, gather references and inspiration for the type of environment I want to create. I want to search from real-world locations, games, movies and concept art. I want to have a clear vision of what I want to achieve. Then I will move on to planning and sketching based on the reference I have. So I can think about the key elements will guide the viewer through the scene. For the realization of the project, I will mostly use Maya and ZBrush for modelling. Then for the texturing, I will use substance designer and painter.

For this idea I have:

I want to revolve it around a little girl who got lost in a dungeon and she has to find her way out.

I want the environment to feel ancient and green.

Reference:

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Advanced and Experimental 3D computer Animation Techniques project 2 Week 10

Week 10 Compositing&Summarize

▶NOTE:

Every asset for this project I made it myself. I didn’t use any resource from Bridge.

▶Compositing

I edit the video in Premier Pro for the final outcome. I think I did good in both Blender and Unreal Engine for this project, especially considering I barely used this two software before.

In this edit, firstly I showed the first character (I name her Regi-bagu), she turned around and saw the whimsical creature (Chibi). She got curious and want to know where it is from. Chibi just show the “hometown” to Regi-bagu the vision from its head. Because I want to show that Chibi is from another dimension, I use Unreal Engine to present a different style in Chibi’s mind.

▶WIP VIDEO

This is the work in process video I made for project 2, showing the whole process of production for this animation.

Software used: ZBrush, Substance Painter, Maya, Blender, Photoshop, XNormal, Unreal Engine

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Previz and Advanced Body Mechanics Week 10 a

Acting Week 10

Final animation

I like the final result!

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Advanced and Experimental 3D computer Animation Techniques project 2 Week 9a

Week 9 Setting up the scene in Unreal Engine

▶ Material and VFX

I mostly use material editor and particle system in Unreal Engine to work on the scene. Because previously I had experience using particle system in other software such as Cinema 4D and Blender, it was not very hard to understand. Also the material editor in Unreal Engine is similar to other software but more powerful in my opinion. I really enjoy the process of learning and work with Unreal Engine, I think I will progress with it in the future study.

This time I didn’t set up the camera to make the video looks like a cinematic. I want the final result to look more interactive and raw, that’s why I only record the screen. I want the unreal part of the work to look different from the previous Blender footage.

▶Sketches for the scene

▶Nodes

▶ FINAL RESULT

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Previz and Advanced Body Mechanics Week 10 a

Acting Week 9

Spline face animation

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Previz and Advanced Body Mechanics Week 10 a

Acting week 8

Plus Blocking

I add more detail into this one, such as eyebrow lowering, lip corner pulling downward and narrowed eyes to show the overall feeling of displeasure.