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Personal

PERSONAL PROJECT: WEEK3

During this week I started by generating a model of the basic female character using DAZ3D and then I started to try to create a costume in MARVELOUS DESIGNER based on the reference from last week. I tried to make two costumes but I never felt that they were up to my expectations, so I will be looking for more references for the rest of the week.

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Personal

PRESONAL PROJECT: WEEK2

In this week, Combined some of the ideas I had for my opening project, I was trying to description of my final output in as much detail as possible.

Main Story:

A wandering swordswoman, dressed in the traditional features of Chinese dress, stands in an open cave when suddenly she seems to realise a crisis and looks into the distance where a mysterious figure is approaching, she opens the sword in her hand and a battle is about to take place.

SCENE:

keyword: A huge space cave, Dark tone, Ground with standing water,Some damaged instruments

CLOTH

In terms of costume design, I wanted to try to add some modern elements to the traditional costumes. To give the character’s costume a more sense of design.

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Group

3DE_PRACTICE

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Personal

PERSONAL PROJECT_1 PROGRAM

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Collaborative

SHOW REEL

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Collaborative

GROUP PROJECT: THE MIST

General overview

For this project, we used Factual Theme as the basis for a short film based on the Cthulhu, medieval theme – The Mist. In this project, I was responsible for concept design, character creation, mapping, model modelling, scene construction and rendering, as well as final editing and colouring.

Software used

For this project I used Blender to create the models, Zbrush to add detail to the models, SpeedTree to create the tree assets, Metahuman to create the characters, Marvelous Designer to create the character costumes, Substance painter to paint the costumes, Unreal Engine 5 to build the scenes Rendering, final editing and colouring in DavinciJ, video output

Background, Concept

The MIST is a short film based on a medieval setting with a Cthulhu worldview, based on Gothic architecture and costumes, combined with the story of one of the outer gods of Cthulhu mythology – Yuggothoth. -The short film is based on Gothic architecture, costumes and the story of Eugenthotus, one of the outer gods of Cthulhu mythology. The concept is based on Gothic architecture and costume, and the story of Yuggothoth, one of the gods of Cthulhu mythology, who is mysterious, manipulative and infinitely wise. This resulted in the design of the THE MIST set and the story of the film.

MOOD BOARD

Backstory

For some time now, the world has been shrouded in a perpetual fog. Trees and flowers began to wither, people began to die unnaturally, or to go mad.

The young girl, who does not know why she is on the beach, wakes up suddenly when she hears the call of “that man”, and, in a panic, runs into the misty forest, through the middle of it, to the church in the centre, a church that never existed in the eyes of ordinary people.

As the sunlight streamed in through the magnificent windows, the maiden was bathed in the baptism of a “god” that seemed to be slowly beginning to emerge – a huge, strange creature that had never been seen before. The god seems to beckon to the maiden, who seems to be unaware of its presence, and the maiden seems to see again the green forest, the pale ocean, and the never-ending, but hopeful, mists.

Scene1: the Sea

In this film I have created four scenes: the seaside, the forest, the church outside the forest, and the church interior.

For the first seaside scene, the scene was built with the knowledge I had previously learnt from UNREAL ENGINE5. I then went on to learn more about the UE5 material node and created a seawater material with animation during the production process. In conjunction with the scenes, the story hopes to present the audience with an atmosphere of calm and crisis.

The Forest

This was the first of the four scenes that I worked on and in addition to what I had already learnt, I learnt how to combine Metahuman for the final rendering of the characters, costumes and clothing materials.

Firstly I created the basic face creation through ZBRUSH and created the base character by sweeping the face model through the metahuman plugin in UE5. I then used Marvelous Designer to create the character costumes and simulate the costume animations, Sbustance Painter to paint the costume models, Mixamo to create the animations and finally put them into the scene for rendering.

META HUMAN
MARVELOUS DESIGNER
SUBSTANCE PAINTER

Outside the church

In this scene, I learnt how to create more detailed model assets, and after gathering elements related to the Gothic style, I modelled the church and learnt how to add broken details to the model using Zbrush. The final import into UE was done by mixing multiple material spheres through procedural nodes to create a realistic church scene.

Inside the church

In this scene I tried to use Midjourney to generate the material textures, Materialize to generate the replacement, normal maps, import into Zbrush to optimise the face count of the model and finally put it into Unreal as an asset for rendering.

Conclusion

I learnt a lot from this project, but I still realise that I still have a lot to improve. Firstly, as a scene, there are many old and broken scenes that are still not quite realistic, the colours and lighting are not yet uniform, and finally, during the editing process, I found that there are many simple and repetitive shots, and how to create scenes that are better integrated with the story. These are the things I think I still need to improve on, and I hope to do so in the future.

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Uncategorised

Job Role 3 – Modelling artist

A VFX Modeling Artist is a professional who specializes in creating 3D models for visual effects projects in the film, television, gaming, and advertising industries. They work in collaboration with other VFX professionals such as VFX supervisors, art directors, and concept artists to bring their creative vision to life.

VFX Modeling Artists use a variety of software and tools such as Autodesk Maya, ZBrush, Mudbox, and 3D Studio Max to create highly detailed 3D models of characters, creatures, vehicles, props, and other assets required for the production. They are responsible for bringing the characters and environments to life by adding texture, shading, and lighting to the models.

They work with reference materials provided by the art department and use their creativity and artistic skills to add details and create realistic models. They may also create digital maquettes or sculptures of the characters, which are used by the visual effects team to create the final shots.

In addition to creating 3D models, VFX Modeling Artists also need to ensure that the models are optimized for animation, rigging, and other parts of the VFX pipeline. They need to consider the technical limitations of the software and hardware used in the production, as well as the specific requirements of the shot or scene they are working on.

VFX Modeling Artists may also be required to create multiple versions of a model for different stages of the production process. For example, a high-resolution model may be created for close-up shots, while a lower resolution model may be used for background shots or crowd scenes. They need to ensure that all versions of the model are consistent and match the original design provided by the art department.

Another important aspect of the role of a VFX Modeling Artist is keeping up with the latest software and techniques used in the industry. The VFX industry is constantly evolving, and new tools and techniques are being developed all the time. VFX Modeling Artists need to be able to adapt to these changes and continually improve their skills to stay competitive in the job market.

VFX Modeling Artists need to have a strong understanding of anatomy, form, color, and light to create believable and realistic models. They also need to have excellent attention to detail, as even the smallest details can make a big difference in the final shot. Strong communication skills are also essential, as they need to be able to collaborate effectively with other artists and professionals on the team.

VFX Modeling Artists have the opportunity to use their creativity and artistic skills to bring characters and environments to life. They work closely with the art department and other VFX professionals to translate concept art into highly detailed 3D models and this is also the reason why I interested about it.

Overall, VFX Modeling Artists play a crucial role in the production of visual effects, bringing to life the characters and worlds created by the art department and allowing the audience to immerse themselves in the story.

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Uncategorised

Job Role 2 – Environment Artist (Entry Level)

A VFX (Visual Effects) Environment Artist is a specialized type of artist who creates digital environments and visual effects for film, television, and other media. They work with a team of artists and technicians to design and produce complex visual effects that enhance the look and feel of a production.

The role of a VFX Environment Artist is to create digital environments that seamlessly blend with live-action footage, computer-generated imagery (CGI), and other visual effects. They use their artistic skills and technical knowledge to create stunning digital environments that look and feel real.

VFX Environment Artists use industry-standard software like Maya, 3ds Max, or Houdini to create 3D models of objects, landscapes, and characters. They also create textures and materials to apply to these models using software like Substance Painter or Photoshop. Environment Artists need to have an excellent understanding of lighting, shading, and color theory to create realistic and engaging environments.

In addition to creating art assets, VFX Environment Artists also need to integrate them into the film pipeline and ensure they function correctly. They work closely with other members of the VFX team, such as compositors and 3D artists, to ensure that the environment art integrates correctly with the visual effects.

Collaboration and communication skills are essential for success in this role. VFX Environment Artists work with other artists, technicians, and directors to ensure that the digital environments match the director’s vision and enhance the storytelling.

The reason why I interested abour environment artist is Environment Artists have a lot of creative freedom when it comes to designing and creating digital environments. They have the opportunity to use their imagination and artistic skills to bring their vision to life and create something truly unique.

Secondly, environment Artists work closely with other professionals in the VFX industry, such as concept artists, 3D modelers, animators, and lighting artists. This collaborative process allows for a diverse range of ideas and perspectives to come together and create something truly amazing.

Overall, VFX Environment Artists are highly skilled professionals who are passionate about creating immersive and visually stunning digital environments that enhance the storytelling experience for audiences.

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Uncategorised

Job Role 1 – Concept Artist

After I read the Visual Effects Career Map, I got a general idea of the whole industry. There are many careers that I really like and am interested in. One of the most interesting is Concept Artist

Concept artists are often the first visual thinkers on a project, creating sketches and drawings to help visualize the ideas of a director or designer. They are responsible for creating designs and artwork that convey mood, tone, and atmosphere, which can be used as a reference for other members of the creative team.

In the film industry, concept artists may work on everything from character designs and costume sketches to set designs and storyboards. They may be called upon to create detailed drawings of vehicles, weapons, and other props, or to create landscapes and backgrounds for special effects shots.

In the video game industry, concept artists play a crucial role in the development process. They work closely with game designers to create characters, environments, and other assets that are critical to the gameplay experience. They may also be involved in creating marketing materials and promotional art to help generate buzz and interest in a game.

To succeed as a concept artist, it is important to have a strong sense of creativity and imagination. Concept artists must be able to take a simple idea or concept and turn it into something visually stunning and engaging. They must also be able to work collaboratively with others, taking feedback and incorporating it into their work to create a cohesive and polished final product.

Yoshitaka Amano is one of my favourite concept artict, a Japanese artist and illustrator who is widely regarded as one of the most influential and visionary creators in the world of Japanese anime and manga. He is best known for his work on the Final Fantasy series of video games, as well as for his contributions to the Vampire Hunter D franchise and other popular anime and manga titles.

Amano began his career as a freelance artist in the late 1970s, working on a number of anime and manga projects for various studios and publishers. He quickly gained a reputation for his unique style and ability to create intricate and visually stunning character designs, backgrounds, and illustrations.

Amano’s work on the Final Fantasy series is particularly noteworthy, as he played a major role in creating the distinctive look and feel of these games. He was responsible for designing the characters, creatures, and environments that make up the rich and immersive worlds of these games, and his work has helped to define the visual style of the entire franchise.

In addition to his work in the world of anime and manga, Amano is also an accomplished fine artist, creating works that explore themes of mythology, spirituality, and the human condition. His paintings and illustrations have been exhibited in galleries and museums around the world, and he has been honored with numerous awards for his contributions to the arts.

Overall, concept artists are an essential part of the creative process in a wide range of industries, bringing their unique artistic vision and technical expertise to help shape the look and feel of a project.

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MAYA

WEEK1-4: BALL ANIMATION

Final Render

In this project, I learned how to use Maya’s Bullet plug-in to design the scene with medieval as the theme, make the terrain and some props through MAYA and Zbrush, and finally put it into UE5 for rendering.

At the beginning of the second semester, I learned how to use Maya’s Bullet plugin to create a simulation of the movement and dynamics of a small ball in the course.

After this, our teacher gave us an animation assignment about the motion of a sphere. While I was gathering information on the internet, I found a video with a rendering match about ball movement.

I really like this video so that I decided to design a theme and apply what I learned about Bullet simulation to it.

In the end I decided to use the Middle Ages as the theme, because it was also the theme of our future group project at the same time.

Reference

I used the cliff and the castle as the two key elements in the scene. First I build the rough mountain with simple model blocks. After that, use the Bullet plugin to simulate the movement of the ball

After this, use Zbrush to sculpt the mountain

Put the finished model back into Maya and combine it with the model assets collected online to build the scene and some of the props.

Finally, the scene is put into UE5 for the production of materials and the final rendering.

Summarization

In this project, I learned and tried to create a scene of a ball in motion. But I think I still need to think more about the production of my model in the future, and design some unique props to increase the impression of the story and atmosphere of the scene when people look at my work.