WEEK1: STORY SETTING & INSPIRATION &TECHNIQUE CHALLENGE

Inspiration

Last christmas me and friends hang out when we pass through the Waterloo station, I noticed some people take a travel bag and smoke outside. I quickly thought about this kind of person they are usually drifting outside and do not return home for many years. They might want to return to their hometown after many years to visit the people and things they know. But things are often not as they should be, and he will return home to find that everything he knew is gone. So I wanted to create a story like this to tell people to cherish the present moment.

Another important fact for this tiny story cause I was born in Chongqing near three gorges, the government was planning to build the Three Gorges Dam in the 1990s, so they had to move all the people out of the area. Many people have since left this land and gone thousands of miles away never to return. Many people want to come back and visit again when they find that their hometown is gone and their neighbors are scattered across the country. These things happened all around where I grew up, and I watched them happen. So that’s another reason why I wanted to go for this inspiration. By the way Jia Zhangke made a film about this thing in this area Still Life (2006) he provided a more complete story about this.

Story Setting

Cause I now stay in the UK, so I wanna this story happened in this country. And recently I’m really into the Peaky Blinder so I probably make the character like Tommy Shelby or others in this series. Besides it could happened in the old times maybe the early of 20th centry. And the location should take place near the train station in the village area, these places are low income, most people are willing to run outside to earn a living, which is more in line with the setting of the story.

So I have a story brief: One Christmas in the early 1900s, a man with a suitcase was waiting for a train at a country train station. The train was coming in, and the man was smoking and looking off into the distance, recalling the stories he had been telling along the way.

Technique Challenge

This time I notice a new work flow that could merge Maya prodution method with Unreal Engine the USD work flow. USD file can save all the scene as a cache people could swich to every 3D software such like 3D MAX and C4D and of course Unreal Engine, and all the changes will be updated by this file so there is no worry about different software’s limitation. I would follow the Epic offcial guidline video to make this story by the way test the new USD work flow, I believe it will be more efficient so I can use in my FMP!

WEEK7: CHARACTER SHADING & RENDERING & AE SUBTITLE EFFECT VIDEO

This week I would make the shader for the 2 characters and set rendering, after that I would also use AE make title video and subtitle videos for the trailer.

As I seted before texturing the material, I just need to put the texture from Substance Painter into Hypershade window. Then link different textures to the right position.

It is worth to mention that some nodes in the Arnold material require manual adjustment of parameters. Rounghness, metalic, opcity(if have) and displaement textrures require to change the color space into Raw and turn on the Alpha is luminance this could make the rendering corectly. Besides if you use normal map make sure add one bump2D node and link normal map’s alpha to bump value in the node then out normal to the normal camara. Also change the color space into Raw.

After linking creat a skydome light and put a hdr texture in it. This step is just make sure everything is right in the final rendering under a normal light set. Besides I also made some changes somewhere I feel unsatisfied. For example I thought the glass masks on the helmet is too clean so I add one extra noise map to get more dirty detail and mixed the base color and the noise map together and link in base color. Therefore I got the final character rendering version.

I really like the title design in DeathStranding, especial the hair strand effect. Basicly this is mainly achieved through effect expressions. Just need 2 expressions of vector mash to control the random seed and size finally also need to add another expressions to control the size of the effect.

Next week I probable foucused on other subtitle video and wait for collaborator’s rendering video to edit, this project is coming to the ending~

WEEK6:TEXTURING IN SUBSTANCE PAINTER & BAKING MAPS

After modeling and unfolding UV this week I could do the shading and texuring work.

First I need to figure out which part’s texture and material is same so that I could give them one shader and name it. This is important in Substance Painter and Marmost Toolbag, this allows me to make and bake the mapping separately depending on the material.

The shader I set in MAYA

The next I put the sculpting model which has nearly 1 million faces together and rename for each part for example XXX_low and XXX_high. The reason I did this I need to put them together into Marmoset Toolbag to bake Normal map and Curve map and AO map. The software could devide them by the name XXX and put them in low model and high model by name.

After that I got basic Normal and Curve and AO maps. Then swich to Substance Painter, upload the low model into it by the way make sure your model is in soft edges otherwise the height(displacement) map and Normal map will have some wireframe on them. Choose the map I baked before and the software will automatic assignment to the right place.

My personl habit for texture in Substance painter is that making a fill layer in the first time to control the base color and roughness and metalic if necessary. Then I probably add several dirt layers to imitate the dust or some edge marks of wear. And gave all of them with a folder and name it and creat a black mask to choose which part I would wanna have this shader.

Finally export all textures and chose Arnold default maps (in this point you could also add other texture as you want and need) and set a name space and file path.

WEEK5: MALE AND FEMALE HEAD MODELING & MASK MODELING

In our script there are two roles present a male investigator and a female investigator. Now that I have a basic investigator’s clothing, I still just need to get the heads of the two characters done to match the investigator clothing.

In order to save efficiency I decided to use DAZ 3D to generate two characters out, which can greatly save production time.

So I could get two basic full body model, and then export them into FBX file with textures and rig information by the way but I won’t use the rig cause I only need the head part.

Then import them into MAYA and delete rig infromation. Finally delete other part of body just leave head and hair. I finally get the head model.

Next is to make the mask wear on these two character’s face. And I searched two images that close to my thought about the mask. It could have some sci features and there are two air outlets on the left and right side.

So I modeled them in Maya and move it to match the head on correct position.

WEEK4: TOPOLOGY & UV SPLITTING & LAYOUT UV

After last week’s scuplting work I export the model to MAYA into FBX file but I don’t know why all the faces change into triangular face. And I tried OBJ file as well, the same happened. So I quited and decided to export the high model which had nearly a million faces and topo it in MAYA.

A million face high model

The method is simple, first just need to converts the selected surface to a live surface.

Then move to modeling toolkit and choose Quad Draw in the tools, and set points in the surface which you already select as live surface. Besides the point you will set in the face it’s better to use 4 sides face cuase it would have the best animation effect for your work.

After 3 days boring work of topology just to be honest I finally had a 90,644 faces model which keep the original detail I scuplt and could be rigged. The next I need to split and unfold UV to give Guanze Wu to rig.

There is no strict principle of splitting UV, just remember not to leave too many seams in the places where the camera is often easy to shoot, people usually cut in somewhere like underarm, crotch, chin even the back part of ear. This could avoid the audience to see these easy to have seams, otherwise there will be a seam processing work to do.

Finally layout the UV, my habit is to zoom in as much as possible on the larger areas of the UV shell, this could have more details on the possitive space.

WEEK3: INVESTIGATORS CHARACTER MODELING

As our script we need 2 SCP foundation investigators, so I searched several references which is closely to the investigators.

Firstly I just thought the area which our story happens would full of toxic gases even nuclear radiation phenomenon so I quickly reminded some medical staff in protective clothing, they would wear face masks in work daily and have enough protection suit. So I found some images relate to this in Art Station.

But our teammates Guanze Wu added that our characters should have more than just protective clothing that fits real life, it could have some sci equipment to against the huge Cthulu monster. With this point I linked to astronauts equipment. These equipments is strong enough to defence the body and it makes things more reliable.

Finally I took this image as main reference

I mainly use MAYA and Zbrush to model character, so in the very first time I quickly set several basic box to confirm the size of character.

Cause I wanna make a helmet to defence toxic gases so the head looks like a little big. So I move to Zbrush to sculpt the model.

I used ZSphere to get a basic body model and set differet sphere in right place and then I just need to work on sculpting and following the reference especialy sculpt some pleating effect of clothes.

Finally I got this basic model but the subdivision was too high, so next week I will focus on topo this model until 10,000 faces max.

WEEK2: LAYOUT & CONFIRM WORK FLOW

After last week’s work it’s important to make a layout which could make our group members clearly understand the time of each shot and the overall rhythm of the film. So I need to use some images from our storyboard and references to imitate the final frames to edit.

First I found some free background music wich full of horror and gloomy as the basic music. And according to this I will follow the rhythm of music to edit different shots to make sure how many time we need for different shots.

I did it in Adobe Premiere and put all of our images and background music in it. And marked the climax of the music as the point shift different shots.

Finally others could just follow the layout’s rhythm to confirm how many time they need. So layout is essential for project.

Layout

Besides we also confirmed the work flow that for some far view scene and mid view scene we would use Unreal Engine to do it, cause the PBR effect could be rendered very efficiently with it. On the ohter hand for some close up shot we would still use Maya and Arnold to make. If we use Unreal Engine for them it’s too close the effect will be easily seen fake.

WEEK1: STORYBOARD & REFERENCE

As last term’s presentation me and Guanze Wu and Ziyin Wang and Yaozhang Zhong decided to make a Cthulhu style project. So in the first week we had a online meeting to derive the whole script. In this meeting we basically reached a consensus that we could make a horror film trailer and it’s about 90 seconds.

I created a miro link to collaborators we could share our work and work progress on there. https://miro.com/app/board/uXjVO8cHs_Y=/?share_link_id=850618947548

After that I firstly did some researches on characters and the environment on artstation to gather some ideas. For the enviroment I want to make some Nordic topography maybe in a huge forest and the huge monster hide in the deep of some places like caves. Besides I also had some thoughts on the characters, as our script it would have some professional equipments like chemical protective clothing and helmet and mask etc.

Also I did a sotryboard to indicate which camera and shots we need. And I used a combination of drawing and photoshoping to create my storyboard, which could demonstrate the shot and the atmosphere that I want much clearer.

WEEK10: Collaborative Unit_Submission post

Animation film:

https://youtu.be/iTiFGponCXg

My role in the team:

Project Management:

In this collaborative project, I started by setting a strict schedule for everyone. This is essential as it is very challenging to complete such a project in such a limited time. Of course my team members were very hardworking and cohesive, and we all did our jobs within our schedules, which ensured that our project ran smoothly.

Script:

Providing ideas to make the story have more details and reasonable enough.

Modeling:

After completing the script, I quickly followed the plan and completed the modelling tasks for the two main characters. And then unfold UV and give them to Guanze with his rigging tasks.

Texturing:

I started the texturing process again and I imported the robot model into SP. Then work on the texture painting method I mentioned earlier.

Lighting:

I started by working on the lighting for the character, I created a set of lights just for the character to ensure that the character was always in the same set of lighting effects for the rest of the rendering. I then worked with Guanze and Wanxuan on the lighting of the scene, again we only had to secure one effect and the rendering became much easier later on.

Rendering:

I created render layers for all the animation reference files that Ziyin made for us, based on the close up, medium and long distance views in the shot. Then put the two characters on different layers and finally set up the render setting.

Compositing:

I imported the sequence files of the different rendering layers into AE, then adjusted according to the effects and concept drawings we have determined. Finally I output with quicktime format to Wanxuan for her editing work.

Hyberlinks:

WEEK1:

https://zhenzhongliang.myblog.arts.ac.uk/2022/02/03/week_01-intro-to-the-unit-and-projects/

WEEK2:

https://zhenzhongliang.myblog.arts.ac.uk/2022/02/04/week-2-collaborative-unit-camera-lenses/

https://zhenzhongliang.myblog.arts.ac.uk/2022/02/04/week_02-collaboration-unit-project-brief/

WEEK3:

https://zhenzhongliang.myblog.arts.ac.uk/2022/02/06/week_03-character-modeling-01-determining-the-rendering-effects/

WEEK4:

https://zhenzhongliang.myblog.arts.ac.uk/2022/02/07/week04-character-modeling-02-storyboard/

https://zhenzhongliang.myblog.arts.ac.uk/2022/03/13/week_04-texturing/

WEEK5:

https://zhenzhongliang.myblog.arts.ac.uk/2022/03/15/week_05-maya-toon-shader-editing-improve-the-scene/

WEEK6:

https://zhenzhongliang.myblog.arts.ac.uk/2022/03/15/week6-seminar-lighting/

WEEK7:

https://zhenzhongliang.myblog.arts.ac.uk/2022/03/16/week7-rendering-compositing/

WEEK8:

https://zhenzhongliang.myblog.arts.ac.uk/2022/03/16/week_08-rendering-compositing/

WEEK9:

https://zhenzhongliang.myblog.arts.ac.uk/2022/03/16/week_09-rendering-project-summary/

Week_09: Rendering & Project Summary

This week we rendered the last few sequences of our animation and finished the editing and compositing.

The final result of our animation will be put in the next post. Here I just make a summary for our project and review some of our works.

Project summary:

Team members and roles:

Zhengzhong Liang: Script writing; Character Modeling (old man & robot); Texturing and Shading (robot); Lighting; Rendering; Compositing.

Ziyin Wang: Script writing; Layout; Animation (all shots)

Wanxuan Liu: Script writing; Storyboard; Character Design; Texturing and Shading (old man, part of livingroom); Lighting; Rendering; Sound and Editing.

Guanze Wu: Script writing; Rigging (old man, robot, props); Texturing and Shading (scene: kitchen & livingroom); Lighting; VFX (cloth & water sim); Rendering.

Yuehui Chen: Character textures refinement.

Script and Storyboard

At first, we decided to make a cel-shading scifi background animation film, but we were not sure what to tell in the story. Therefore, we wrote the script individually and shared our scripts together. After disgussion, we finally chose one of the script and spent some time to refine it.

Here is the initial script:

In a near-future, robot is widely used in people’s daily life. A computer virus explosion lead to a chaotic, which strains the relationship between the oversensitive protagonist and his suspected robot. A misunderstanding drives the protagonist to fight with his suspected robot, and died accidentally in this fighting. The story finally shows that the robot is not affected by the virus at all. 

Then Wanxuan drew the storyboard. We disgussed about the storyboard later and realized that part of the camera in the storyboard need to be adjusted. In order to understand camera movements, we shoot a video as a reference for our layout and camera settings.

Modeling

We evaluated the modeling tasks in this project and decide to model the character and robot by ourselves, and other objects in the room would be collected from website.

The character and robot were modeled by me, other models are searched by Wanxuan and Ziyin. The design and modeling of robot went smoothly. However, we met some problem when we designing the character. Wanxuan finally drew a concept art for the character, which solved this problem.

After that, I quickly modeled the character and gave these models to Guanze.

Rigging

Guanze did all the rigging after modeling. Guanze rigged the character and robot at first, all the rigging is rigged without any script or plugins. After that he also rigged a newspaper which can be folded and curved.

Texturing

After modeling and texturing, we started to texturing our characters and the scene. We invited Yuehui Chen, who studies character animation in CSM, helping us to do some texture stuff. Wanxuan finished the first version of chracter textures and I finished the robot textures. Guanze did the first version of scene textures. After that part of the furnatures inside the room were replaced by new models.

Layout

When we were making textures, Ziyin started build the layout. We were satisfied with part of the camera in the first version of the layout. However, the other part of it still had some problems. Therefore, Ziyin did some researches on camera shot and then finished the second version of layout. The second version looks much better and we decided to animate based on this one.

Lighting

We then started to lighting the scene. Guanze, Wanxuan and I finished the scene lighting. Guanze did the basic lighting, after that I and Wanxuan refined part of it. Besides me and Guanze also figured out how to make the proper AOVs for toon shading. After that we rendered the scene and test the rendered layers inside After Effect.

Animation

Ziyin did all the animations by himself, which can be considered as a huge work. He did neary 40 shots of animations. He was quite strict with himself and even remade part of the animations. Thanks for his works, our characters starts moving and the scene becomes much more interesting.

Rendering, VFX and Compositing

In the next few weeks we started to render animations, while Ziyin kept animating other unfinished animations. Guanze and Wanxuan rendered animation layers, while I dealed with the compositing. Since some of the shots requires water simulation and cloth simulation, I asked Guanze to use Houdini simulated these visual effects.

Sound and Editng

Unfortunately we didn’t have time to ask sound art students to help use make sounds and music. Therefore, we decided to finnish this part by ourselves. Wanxuan finished the editing of the whole animation and the sound. The time was so limited that we only have chance to make the first version of animation. Though part of the animations can be improved into another level, the final result was still satisfied to us.