Categories
Advanced & Experimental

Progress Report on Personal Project 01

Basic Information of this project

Project name: Blood Flood

Purpose: The work uses exaggeration and association to present a series of states of human beings after taking drugs, and the purpose of the work is to exhort human beings not to take drugs.

Critical Thinking: Reflection on contemporary human and some national policy attitudes towards drug use by people of all ages; reflection on the place of “opioids” and “secondary drugs” in society and their relationship to human society.

The name of this project is Blood Flood, a short public service film, or advert, about drug rehabilitation. At the beginning when I decided on the theme, I was going to create 4 short stories to express the theme, but Klaus said it would be too long and the audience wouldn’t know the point you are trying to make, so I shortened the story to one clip, here is the storyboard of my initial design.

Too complex split-screen design

Since I’m going to create this project through Houdini’s fluids, I’ve collected a lot of related tutorials as well as effect videos. My favourite is the following one

I think the water works well in this clip

In terms of workflow, I still use Figma for integration, including my mind map, part of my workflow, and some reference images. And this time I will also record some of the difficulties I encountered in the project in Figma, so that my work will be completely based on this software, which will have a great effect on the speed of work!

Here’s some of my progress in Figma so far (5.1)

Here are some reference images I found in the pre-production for the visual effects

Those four images are the most important reference images for me when I create a body of water in the later stages of the process

In making it, I first tested the particle simulation using the nodes on the Houdini tool rack, and added some 3D model to test the buoyancy (although it wasn’t used later)

Next, after testing, I attempted to make a 3D model of the tunnel myself (at this point I hadn’t decided on the details of the shot, so I made a small tunnel to test the fluid first)

Next, I imported the model into Houdini and added it as a collision body and converted it to a smaller model (which makes the calculations faster), then I added the emission source at the end of the tunnel

After updating my tunnel model the water flowed properly, I omitted a lot of parameters on this side, in fact I spent a lot of time on tweaking them, all parameters need to be adjusted one by one. For example, the particle emission density and the gravity (if gravity is not added to the x-axis, it is difficult for the water to flow from the back into the tunnel).

Categories
Collaborative

Progress on Cooperation Project 03

This post documents the progress of individual and, in part, team projects from 16 February to 29 February.

Post Summary (Personal):
1: Boss character design (including costumes)
2: BOSS weapon design
3: BOSS’s accessory design
4: Skill effects design (part of)

Post Summary (Personal):
1: Design of main character attack animation (COMBO1)
2:
Integration of characters and models in the UNITY engine.
3:
Scripting and implementation of the lock-on function
4:
Scripting of COMBO

PART I: PERSONAL

After the group meeting in this fortnight, my task is also determined, I am responsible for designing all the things of BOSS, but the first thing I have to complete is the production of the model as well as the rendering of the effect, which sounds simple, but in fact, it also needs to work in collaboration with more than one software, the following is the production process, I will be batch by batch for the step by step introduction.

Firstly, is about the character design.

1. The above pictures are my reference for making the BOSS, which comes from the game Elden Ring. Our BOSS is a female mage. In the shoulder design, I plan to add the elements in Figure 3 and 4, of course, we will replace the material with bones, and the characters will be Asian.

2. The first step of making the boss was to use the Character Designer to make a female model, and by using the adjustment function in this software, I combined some male features, such as a little double chin and bigger shoulders, and these adjustments would make her look bigger.

3. Next I exported the character model as an fbx model, imported it into MD, and resized the model.

4. The next thing I do first is the innermost layer of the robe, which I make very long to show the layers of the garment.

5. Then I adjusted the physical properties of the fabric, I adjusted the inner fabric to have a more leathery texture.

6. Next I made the second layer of fabric, which is a half-hung cloak, and in positioning, I used a needle tool to hold part of the cloak in place, otherwise it really kept falling off.

7. Make long scarves to hang on your clothes.

8. Freeze the lower garment and add a needle tool to continue fixing loose parts.

9.

10.