WEEK10: SUMMARY

The Deep Mist (A Cthulhu Style CG Trailer)

https://youtu.be/WqhIwAdh-eY

Project1 Showreel

https://youtu.be/rJPavQOvFe0
My role in the team:

Story

I provided the very first idea, wanting to do a Cthulhu-style film, in which there could be a monster of huge size, human size is very small compared to it, with the feeling of gigantophobia. Then Guanze Wu enriched the whole story line and provided more additions to the story. Finally Guanze, Yaozhang and Ziying and I all worked together to finalize the entire story and details.

Storyboard

We made our own version of the storyboard based on the work we had agreed to do and then put together a collage of everyone’s storyboards to form a complete version.

 Layout

I created a dynamic storyboard for the project. The purpose of doing this was to select the BGM in advance, and in addition I could let the collaborators know exactly how much time each shot would take.

Character

I made two more characters as I had agreed at the beginning, which included the initial sculpting to the topology, then to the texturing of the two characters, and finally I made the materials for the two characters.

Comkpositting

I did all the compositing parts that I needed footage for in AE, which included sub-channel adjustments and adding effects, as well as color grading.

AE SUBTITLE EFFECT VIDEO

I created all the titles for this project, including the project title at the beginning, several sub-titles in the middle transitions and the closing titles at the end of the film. I did all of these title effects in AE.

Editing

I ended up making my editing section, doing all the transitions effects, and adding more ambient sound effects, which made the whole project more complete.

Hyberlinks:

Week01: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/06/week1-storyboard-reference/

Week02: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/06/week2-layout-confirm-work-flow/

Week03: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/07/week3-investigators-character-modeling/

Week04: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/07/week4-topology-uv-splitting-layout-uv/

Week05: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/08/week5-male-and-female-head-modeling-mask-modeling/

Week06: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/08/week6texturing-in-susstance-painter-baking-maps/

Week07: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/12/week7-character-shading-rendering-ae-subtitle-effect-video/

Week08: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/19/week8-compositting-footage/

Week09: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/22/wee8-editing/

WEE9: EDITING

This week I already collect all the footages and compositted them, so I just to need to put them together and edit them. Then I will try to add more sound effects.

Thanks to my previous project files in layout production, I only had to replace these shots separately in the first step. In addition, I specifically mentioned to my collaborators that it would be best to add an extra second to each shot before and after the time indicated on my layouts, so that we all had more time to edit. The advantage of this is that when I need to do a lot of transition effects for example, sometimes the time before and after is not long enough to cause the transition effects are not fully displayed, if there is an extra second this problem will be largely avoided.

Next I did more transition effects on it, for example, between the very first title and the first scene shot, I wanted to make the transition between them more natural, so I noticed that the title shot had some smoke effects. I then found a footage of the smoke rising and dispersing and placed them in the middle of the two shots, then adjusted the overlay to multiply and then adjusted the transparency. This gave me a nice transition effect at the beginning, which made it look more natural.

Besides, most of the transitions were made up of simple zoom in and zoom out and other basic camera movements with some camera shake or shutter angle and blur effects, because I didn’t want to make the whole film look too complicated.

Finally, I added some ambient sounds, such as the ticking sound of the hands turning faster and faster, and in the last shot when the character’s flashlight light shines on the monster, the faint sound of breathing on the monster. And with the monster’s eyes open, this breathing sound becomes more and more obvious, these small details will make the whole film more rich.

FMP Thesis Proposal

Analysis of the characters building in animated films.(In case of the Joker and Two-Face Harvey Dent in Batman)

Introduction

Character building is a very important technical method in film and television production, and a well-defined character could often leave a lasting impression on the audience. Of course, there are many ways to build a character as Stanislavski mentions that building a character delves into the external techniques of acting, such as body movement, diction, singing, expression, and control. But apart from the protagonists, many villains have also attracted many viewers because of their unique personalities or tragic encounters. This is represented by a part of the famous anti- heroes, who do not share the traditional building concept. So this article will focus on the analysis of two of the most famous villains in Batman, The Joker and Harvey Dent, and analyze how they have followed and used traditional character building methods and made them popular and influential.

Key words: Building Character, Anti-Hero

Background significance

Under the existing film language system, creators have summarized and developed a complete set of rules or methods based on their work and practice over a long period of time. This has basically dominated the way animation and film content has been produced for a long time, which naturally includes character building. But for a long time, people’s perception of protagonist and antagonists such characters become solidified. Protagonist often represents justice, the good side of human nature, the creators rarely show their psychological dark side in the work, they are often perfect in a sense. On the other hand, antagonists often represent the dark or violent in characterization, and people do not understand the complexity of these two types of characters. 

However there are more and more works are trying to break this barrier of thinking, and they will reveal more fully the characteristics of antagonists in their works, and what exactly makes them synonymous with darkness and violence. So now the audience’s perception is also changing, some famous antagonists of the story instead more attractive to the audience chase and in people’s talk become popular, such as the famous anti-hero films.

Literature review

As Patrick mentions that the child hero, in his opinion, is too institutionalised. These characters are never compelled to think on their relationship to the world for which they commit themselves. In Patrick’s depiction of both Eastern and Western works such as One Punchman (2015) and Invincible (2021) and Spiderman into the Spiderverse (2018), they all recognize their own weaknesses and dark sides with the help of social relationships such as parents and schools, thus bringing them back to their own uncertain superhero motivations. His essay has a great deal of relevant reflections on Protagonist in the context of normative shaping, which may provide more arguments for this analysis on the diversity of villainous characters. Besides according to Stanislavski, ‘without an external form neither your inner characterization nor the spirit of your image will reach the public. The external characterization explains and illustrates and thereby conveys to your spectators the inner pattern of your part.’ It is thus clear that shaping the character will not just be a drill in the art of performance but could also be done from multiple perspectives, such as from the character’s dress code.

Research design, methods, and schedule

In order to analyze the two classical antagonists mentioned in this paper, it is necessary to establish an adequate knowledge of both characters. Therefore, I will first study the images from the very first comics, exploring their original backstories and settings. And understand how these two characters are portrayed and positioned in the DC comics, then analyse how they are portrayed in the film based on their backgrounds, and then read some professional critics’ analysis of the two to reach a conclusions or method. Then this analysis will compare and contrast the theories of film language and Stanislavski’s theory of characterization, which were mentioned earlier, to explain the theoretical support behind their characterization. Finally, I will also try to analyze the latest widely acclaimed superhero works related to these two antagonists, such as Christopher Nolan’s three Batman films particularly the second The Dark Knight, will be as the main object of analysis, analysing the character building of the films.

Suppositions and implications

This analysis will bring more enlightening thoughts to the anti-genre films, especially the works focus on superheroism. Through the analysis of the deep psychological level of the characters, all characters are presented from multiple perspectives, whether protagonist or antagonists their experiences have built them into different people. Beyond the first time, based on Stanislavski’s theory, it will also provide a more reliable basis for many animators to analyze characters for character animation, based on the character’s performance perspective. Finally for many artists like animation directors, they are able to understand that character building could sometimes be the key to the success of a project. The previous cases are often due to the presence of one or more vivid roles in the work, which eventually make the audience always unforgettable about their works.

Conclusion

In conclusion, a pleasant 3D animation work could be evaluated from many angles, and so could a good character building. Character building would start from the inner psychological characteristics of the character, combined with the background setting of the story to create a personality trait with complexity, which may be the first step to build a distinctive character. Then make these characters be expressed in a more artistic form, such as making physical movements in footage that fit the character’s characteristics, or line design. These small details are the key elements that could make the character rich.

Bibliography

Colin, B. (2020). She-Ra and the Principles of Threaded Media Storytelling. Available at: https://blog.animationstudies.org/?p=3812 [Accessed: 10 March 2022]

 Chloe, F. (2015). Articulating Interiors of longing and Desire: “Asparagus” (1979) by Suzan Pitt. Available at: https://blog.animationstudies.org/?p=1303 [Accessed: 10 March 2022].

Evelyn, H. (2015). The Tedium is the Message: How Adult Animation Visualizes Monotony. Available at: https://blog.animationstudies.org/?p=1311 [Accessed: 10 March 2022]

Lamont, R.C., 1976. From hero to anti-hero. Studies in the literary imagination9(1), p.1.

Patrick, G. (2021). On Anime Superheroes. Available at: https://blog.animationstudies.org/?p=4132 [Accessed: 10 March 2022]

Robby, G. (2020). Animation and Synesthetics (Part II). Available at: https://blog.animationstudies.org/?p=3578 [Accessed: 10 June 2022].

Stanislavski, C. and Hapgood, E.R., 2013. Building a character.

WEEK8: COMPOSITTING FOOTAGE

I’ve already done the character’s modeling work, and also make the texture and shader for them in Maya Arnold. So this week my collaborators will give me the footage that I could continuely do the compositting work.

Here I would use one of the video compositions to illustrate my method, as the rest of the footage uses this same workflow.

So I drap all the footage into After Effects, and create one composition. Cause I’ve already told Guanze, in compositting work which kind of path I need for example ID, emissive if have, Z depth etc. So I put one original footage at the bottom, then duplicate it and give it a extractor.

I could extract different paths I need with this step. For example I extract the emissive path, in this scene the light from the flashlight is the only source of emissive. So I wanna its color become more cold this can have a strong contrast with the eyes of the monster behind the crimson color. I edit the curves and increased Blue content in RGB. The same method I uesd to the human. Cause the light is pretty dark in a cave, so audience can’t see where the human is, I especialy increase the edge light of the figure by the method I told before to allow the audience to enhance the perception of this scene between the characters standing.

For the monster’s eye, in the very first time I extract the ID path, and use color key to extract eye’s position. After that I added another original layer under it and set it as ‘Alpha Inverted Matte’. So that I can adjust only for this area. I use a new plug-in which is ‘real gow’ it could bring a perfect glow effect. So I added the glow effect when the eyes are open, and key some animation to make its glow effect look flickering, which makes the whole picture become more vivid.

Finally I add 2 more adjust layer, one for edit the whole gamma some of our footage’s gamma isn’t well, another one for edit color and filters. Editing gamma is simple, the gamma value that best suits your picture is the best. There is no trick to it, it is entirely based on your picture. For the editting color I use a plug-in ‘Looks’ it would be very fast to adjust a lot of desired effects, even the focal length and so on can be adjusted very convenient. In this project, since we are a Cthulhu project, I want the frames to be in a blue-purple tone, so I spend a lot of time to adjust it.

Finally output the whole footage the compositting work is done. I basically used this method to composite all the shots I needed, and it wasn’t as much trouble as I thought it would be, because as soon as the first one was done, the later ones just needed a few simple adjustments.

WEEK10: EDITING & SUMMARY

Last week I animated the footage of some scenes I had made, I just had to edit them together.

Project2:https://youtu.be/QgMX58XmjSk

I chose Nirvana’s famos song ‘Something in the way’ as the background music. Because the guitar sound is very suitable for this British scene.

Project2 Showreel

Summary

I used a new workflow for this experimental project, including the look development in Maya’s asstes making section, which was also my first attempt. I think this attempt is only 80% successful, because some parts of the production did not go as I expected. For example, I didn’t know at first that Arnold materials couldn’t be used in Unreal Engine, and all the material spheres I made at the beginning were gone, which led me to do the material process again in Unreal Engine. In addition, I also made a mistake, Maya’s Group information also can not be well inside the UE, in the UE inside the system directly I set up in Maya to distinguish the group into a model, so I can not adjust these models individually, which also caused some trouble for the later production. Because I don’t have enough time to test Maya and Unreal Engine’s live plug-in, this plug-in can connect the two software in real time, I can do animation inside maya at the same time, and UE on the other side will update my animation in real time, with this step my new workflow is complete. But no matter what, I am still satisfied with the overall effect, for the quality of real-time rendering is also better than I expected, the previously mentioned real-time animation connecting plug-in I will go to use in FMP and see what will happen then.

Blog Link

WEEK1: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/14/week1-story-setting-inspiration-technique-challenge/

WEEK2: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/14/week2-reference/

WEEK3: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/15/week3-assets-collection-look-development/

WEEK4: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/15/week4-character-in-daz-export-to-maya-workflow/

WKKE5: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/18/week5-layout-basic-light-in-maya/

WEEK6: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/18/week6-create-reference-complete-scene-in-maya-export-usd-file/

WEEL7: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/18/week7-import-usd-file-into-unreal-engine-make-unreal-shader/

WEEK8: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/18/week8-building-light-decals-shader/

WEEK9: https://zhenzhongliang.myblog.arts.ac.uk/2022/06/18/week9-cubemap-sequence/

WEEK9: CUBEMAP & SEQUENCE

I was going to start animating the camera directly this week, but when I had the camera at some specific angles, I didn’t put any models inside the store by the station, which looked very abrupt, so I had to make cubemap for those places first.

Cubemap is a very simple principle, and is often used in game production to save resources; Cubemap expands the HDR map into six sides: top, bottom, left, right, top, and bottom, and then places the maps in different locations in the correct box. The Unreal Engine has its own specifications for how different parts of the map should be applied, so I looked up the article in the Unreal documentation here: Creating Cubemaps | Unreal Engine Documentation.

Things become more easier when I found this guide. So I searched a interior HDR map which looks like in a restaurant or a lounge. And I also searched the github there is a website I can upload my HDR map it could directly divide into 6 parts by order. https://jaxry.github.io/panorama-to-cubemap/

Then I just follow the guide in Unreal Engine, put these different image by the right order in PS. One thing need to be mentioned, when this kind of cubemap be exported out of PS, you must have a Nvida texture Tools plug-in. The only way to ensure that the output format channel bits are displayed correctly in Unreal Engine is to use this plugin. And change the format into 32bits/Channel, 8.8.8.8 ARGB 32 bpp, unsigned.

Drag the cubemap into Unreal Engine and create a shader for that. There is a node in the Unreal Engine’s material system specifically for this kind of cubemap, because you will get an error if you connect the cubemap directly to basecolor or emisiive. Search the node ‘InteriorCubemap’ and link the UVW to cubemap’s UVs, it could be appeared correctly. And I also add another two-digit parameter node to the ‘InteriorCubemap’ node’s tiling to contraol how much size of this cubemap in assets.

About the sequence animation, cause I spent most of time of learn the new work flow so I could only shot some scene animation. I chose several angles about the human and did some simple movement. Also I added some rain effect by blueprint, these rain effects nicely enhance the sense of atmosphere.

WEEK8: BUILDING LIGHT & DECALS SHADER

This week I will foucus on the lighting, and add more details on the scene.

Unreal Engine is different from Maya in that it has a pre-defined physical sky sphere that completely simulates reality and can change day and night by adjusting the sun’s height, etc. So I drag a BP_Sky_Sphere into the scene, and turn down the sun height into -5, that’s a pretty nice deep night sky for my work. Further more I can also adjust the stars brightness, and I wanna keep them a little in the sky cause the mist I mentioned before could cover most of them. And I also add a little horizon falloff cause the skyball has some bright color in the border.

The next step is to add a directional light as the moon light, I also keep the low key of intensity about 0.05 lux. And choose a gray-toned blue-violet for the light color. And drap exponential height fog into the scene. The fog system is also great, but this time I just want to have some volume fog. So I turn off other option just keep the volume fog on. Until then I alreay done 70% light effect.

So I started creating artificial light sources. I first chose to put a point light source on all the lanters, and then adjusted the light color and scattering range, which was great. One of the most exciting things about working in Unreal Engine is being able to see the results in real time, and I must admit that at some point it motivated me to keep working on it. Then I went on to create some spotlights, some in front of stores some at the front of trains, and increased their volume fog impact values, and I enjoyed seeing this Tyndall effect lighting.

The lighting effect is basically complete, in order to enrich the whole scene I also did some decal materials, these materials are like Maya’s transparent mapping, I used this material to do some wall graffiti and warning lines on the ground.

WEEK7: IMPORT USD FILE INTO UNREAL ENGINE & MAKE UNREAL SHADER

This week I will import the USD file into Unreal Engine, and if the process goes well I can even try to make some shots.

In UE5 if you wanna import USD file make sure turn on the USD importer and USD multi-user synchronization in plug-in manager, if not you can not find any places import USD.

After that you could find USD stage in the virtual prodution under the window button. Jump into it you could export the USD file. On the left side there are the groups and assets information, on the right side there is a attribute editor. You could directly move or do other things on this stage, all the changes will rewrite the USD file, basically this is a live update of the file. If you want to change to other 3D software such as MAYA, 3D Max, etc. will not have any impact, all changes will be updated, this technical process can be used in almost all major 3D software. Especially for large scene files, this is very convenient, to my project for example, Maya source files are about 500MB, if you use the USD cache process is only 35MB.

I now successfully export in my Unreal Engine project content, next make sure everthing is fine you could swich all the assets in Unreal assets cause now all of them it’s still cache file. After swich your are free to do anything such as lighting, this is tricky Unreal Engine can’t iidentify Maya’s light and Arnold material. So there is a huge work I need to solve, I need to create one more time about the material and rebuild the whole light enviroment.

Fortunately the Unreal Engine’s material system works very well, I can create a material sphere to be a ‘mother material’ and then create material instances from the ‘mother material’ to act as ‘child materials’, which is called a very good explanation of the logic. This way I only need to calculate the desired effect in ‘mother material’ and build all the nodes I need, in ‘child materials’ I only need to replace the map and adjust the parameters in the preview window, all the ‘child materials’ do not need to link nodes or calculate again.

Here I use the ‘mother material’ and ‘child materials’ created for the building as examples to explain in detail how to use them. Firstly I create a basic material for the building and rename it as ‘M_building’. Then double click and jump into material icons like the hyperlink in Maya. Drag all the needed maps of one of the models into the window, and link them in right position. Here I also add some nodes, I want to have a place to control the normal map’s intensity so I link the RGP out in a multiply node and add another single-digit material expression constants and link in B in multiply node. So that I could control the normal map’s intensity by change the number in the single-digit material expression constants. Same way to control the UV. And don’t forget to convert all nodes to constants and change their names to the ones you want, otherwise they won’t be visible in ‘child materials’. Everything set up just save it. The ‘mother material’ is already done.

Then create a material instances by the ‘mother material’ and rename it as ‘MI_XXX’, the difference name is just to identify which are material instances. Double click in it the window is different. You could see all the nodes I added is in the right hand side by some form of attributes reconciliation, all I need is just turn on which attribute I want to make some changes. Also the maps must be replaced to what you need for single modle.

Anyway by this method, I quickly redid all the materials and added some new nodes to better control them. Next week I will rebuild the whole lighting system and maybe I will add more prop lights because it is very easy and fast to calculate these light effects inside Unreal Engine and I can do more stuff in this scene.

WEEK6: CREATE REFERENCE & COMPLETE SCENE IN MAYA & EXPORT USD FILE

I’ve done layout work last week, so this week I need to reference asstes I’ve done the look development before into the scene and continuely add more details in it. Finally I will export the whole scene as a USD file to Unreal Engine.

Referencing into scene is simple just click the button ‘Create Reference’ which under the File button. And choose which file you want to reference. So I quickly did this step and put all assets I need in it. And drap them into different places.

Even though I dragged in some full assets, the scene looks pretty simple right now and I need to add more details. First of all I found a brick street material from Quiexl Bridge and cause the story happened in a cloudy deep night enviroment so I wanna the ground surface have some small puddles. So I send this material into Quiexl Mixer to add a water plane and edit the reflection and the height.

Finally I import the power line pole in the top and back of the station, and choose a hdr map to control the whole scene’s brightness.

For the USD file, it can now only be exported in Maya via Maya 2022 and above. One thing need to notice that you must change the subdivision method into Catmull-Clark and trun on the Color and UV Sets.

WEEK5: LAYOUT & BASIC LIGHT IN MAYA

I already have all the models I need, so this week I will build the layout and create a basic light set for this scene.

Layout
Basic Light

Firstly I drag a normal basic human model which from the Maya content browser into the scene as a size reference system, so that I could confirm which size is the most suitable for the character. Next I creat a plane as the ground horizon, and add 2 box as the station platform. Then add another box to represent the train and put it between the two platform.

Next step is create the building distributed on both sides of the station platform it could be some shops or waiting room. And I also wanna to make some power poles and grids on the top of the rail. As my observation there are many stations that are equipped with similar facilities, perhaps antennas or signal lights and so on. Besides it could bring more tension to the picture of the train entering the station.

I particularly like the misty weather at night, this is my deepest impression of the British weather. So I firstly turn on the volume in Arnold, and add some area lights to brighten from the back of the scene to the character and imitate the natural light. And I also make the color temperature more cold cause it’s deep night. Then add another area light in the opposite direction to imitate the humanmade light source from the station. And I set the color temperature more warm close to orange and yellow. I wanna this light is the main light so that I could have a bright warm color in the front and cold color from the back it would have a very good effect of contrast between warm and cold colors. Furthermore I turn off the volume of main light, cause it will bring more depth like the train break through the fog to the train station.