Categories
Term1 Project

Progress on term-time assignments 23/11

In the past two weeks, I’ve modelled and coloured the main characters as well as the larger scenes, and I’ve now progressed to the stage of making the secondary characters, but of course, some of the other elements will need to be changed next!

The effect of the big scene (not yet finished)
The first step to create the head
The roughly finished state, still need to add the headdress or face details
Having watched some instructional videos, I will now make the reduction in the number of ‘faces’ according to the model
Some details of the shoulder
In some small places, I used multiple objects combined together in ZBrush so that I could create more detail

In the process of making the character, I encountered a lot of difficulties, such as how to create a three-dimensional sense of the armour, I used multiple software to solve this problem, I first created a nude model of the character, and then go to create the upper body of the character’s armour, and then I use the upper body of the armour imported into the Marvelous Designer for the armour to set a layer of cloth, as a cape, and then exported the cape as an OBJ model into ZBrush, so that I can directly import the whole character into Mixamo for the animation process, but also can be layered for the Substance Painter PBR process. Here is the exact process.

Making a few simple moves with Mixamo
Importing low face count models into SP and colouring them in
(I coloured my face first for fear of bad results)
Here’s a dynamic display of the character and how it looks without a renderer after the colouring is done
three views

Then later on it was the process of integrating into the UE engine, all the small objects I had in this scene were integrated from some of Bridge’s existing public models, and I carried out the integration as well as the design of the scene. I also taught myself some flame and smoke techniques in the Nigara system, you can see the details of these scenes in the images below.

smoke(via Nigara)
fire(via Nigara)
Mimics some of the dungeon scenes from the game Dark Souls 3, which I think makes it look a bit more oppressive
Start placing the characters in the scene
Overall effect

These are some of my recent developments in that work, recently I’ve been lying at home not wanting to move because I’ve had a cold, a fever for 4 or 5 days, and really not feeling too well, probably because the weather in London has been so awful, cold and rainy all the time. I’m completely fine now though! The next step I’m working on in this scene is to make some simple figures to place in front of (or around) the main character, and to make a super tall stone chair behind the main character with a Qing Dynasty flag hanging from it.

Categories
NUKE

NUKE Autotracking Point and Ballon Project

PART I

In class this week, I learnt how to use special nodes to quickly replace something in a video, and I learnt how to remove an occlusion in front of an identifier. And I taught myself some Mocha Pro, which is a pretty handy tool, but I’m still exploring it and haven’t quite mastered it, as I’ll have a video to show below

this is the planar tracker project

As you can see, in the video I have framed a particular piece of content, this is so that at a later stage I can integrate all the learning more easily, and also so that in the future I may be able to put it in a portfolio.

Creating stop motion animation with AE
The node tree on the right is the replacement process for the billboard in the middle
concrete steps
using Pin to track the animation

PART II

For the balloon assignment I used Mocha Pro for more work, I added a cute little aeroplane to the scene but I still had some problems with the Alpha channel

Modelling hot air balloons using C4D, I’m much better at that!
Using PS to create a decal for a balloon
Creating moving animations
More detail on the movement of the background text
knot diagram
Fully automated Roto of aircraft in Mocha Pro
in the process of fine-tuning
Flip and check the Alpha channel
Categories
Maya and UE5

UE5 Integrated Scene Modelling

This week in class I learnt how to create comprehensive scenarios and gained a deeper understanding of resource management, here are my assignments for the week

The effect of light sources in the house
Fog, grass, terrain, water
Details of the river
Combination and interaction of multiple light sources
Mimic the effect of the yellow light at the entrance of the boss room in Elden Ring
the door is like this one
Categories
Term1 Project

Modelling and Previewing of 3D Scenes

Before we begin, there’s a song over here that I mentioned in an earlier week’s paper that contains the song of the Qiang flute from ancient China as well as the sounds of various instruments. I used this song for the first part of the final assignment

Demo

In the unrendered parts, I also worked on more detailed sculpting of the main character’s weapon, this time I worked on the blade as well as the hilt part of the weapon

The bottom of the hilt also incorporates a dragon element, implying that the user has slain dragons in the past
The hilt is engraved with many signs of battle damage.
A variety of carving tools are used to sharpen the blade section
Lots of patterns

The next step was the modelling of the scene, I used a variety of 3D software for the model collection assignments of the scene and finally chose to use UE for rendering as I wanted to learn the workflow of UE.

Model of Qing Dynasty style roof
The effect of a single model of a house in a scene
I used PS to optimise the material of the lanterns on the house to better show the effect of the internal flame
Here’s the willow I generated using C4D’s tree plugin, then I imported it into UE
The purple part is the focus point of the film lens
Using a boom camera to simulate the operation of a real lens
Using Bézier curves to make an impact on the value of the lens aperture
This is the first time I’ve used UE’s rendering module for an assignment, and it’s a little difficult to get started the first time around
Categories
Term1 Project

References to the Main Character’s item

This is the kind of artistry I wanted to show, full of money and status, and with a sense of majesty, and of course, this kind of clothing can only be made with ZBrush.

The two above are Qing Dynasty court imperial outfitting for combat, I personally like this style very much, it’s very handsome, and at a later stage I’d like to have the figure seated in the centre wearing this type of clothing as well.

The full body colth is like that.

More references to weapons

City references(If possible)

Categories
Term1 Project

Weapon Making, Dragon Head Model

This week I’ve created the weapons section, I’ve mainly used ZBrush to model and sculpt the various parts of the weapon, I’ve completed the dragon head section so far, and plan to complete the full weapon next week as well as the textures, and will produce my sketches the following week.

dragon head on the weapon

I spent a lot of eforts on learning how to make a realistic dragon model for my weapon because the last time I use ZBrush was on 2021 maybe, so I take few days learning the skill on Youtube or other media platform.

Although this is a homework, but I still found that the process on the modeling part is very interesting, especially when I learn a new trick.

scupturling the teeth

🙁

This is the begining when I start this model, I forgot the most of the skills of ZBrush at that moment, but now I can model something cooool!