Categories
Design for Animation, Narrative Structures and Film Language

Week 10 Critical Report Submission and Presentation

Critical Report:

Audio Visual Presentations File for 1.2 Design for Animation, Narrative Structures & Film Language

https://www.youtube.com/watch?v=nG0LE4vbBRI
Categories
Design for Animation, Narrative Structures and Film Language

Week 9 Continue revising and complete the Critical Report 

This week, I started working on the literature review, which means I need to read through many articles and select the ones that are relevant to my topic.

This is a challenge for me because, aside from some blogs, almost no one has analyzed the tattoos in Jibaro. Therefore, I need to search for literature related to tribal tattoos in Latin America, cultural identity, identity recognition, and colonial history, and then use them as examples to support my argument.

This is some reference I plan to use:

  • Balvay-TattooingRoleFrenchNative-2008
  • Indigenous Nationalism in Bolivian Tattoo Art
  • Antillean Islander Space: On the Religious Beliefs and Representations of the Taíno
  • People
  • Catholicism and National Identity in Latin America
  • Literature Review: The Taíno — Connecting Erased Histories and Contemporary
  • Ethnographies Ken Chitwood
  • Mestizaje and the Discourse of National/Cultural Identity in Latin America
  • The Chicana Canvas: Doing Class, Gender, Race, and Sexuality through Tattooing in
  • East Los Angeles

However, due to limitations, I had to keep narrowing down the literature selection, because I needed to focus on Taino culture, Latin American tattoos, so I ended up using only these documents:

1. Chitwood, K. (2015) Literature review: The Taíno — connecting erased histories and contemporary ethnographies, Academia.edu. Available at: https://www.academia.edu/12054494/Literature_REVIEW_The_Ta%C3%ADno_Connecting_Erased_Histories_and_Contemporary_Ethnographies (Accessed: 21 November 2024).

This article help me with the background of that time from a macro perspective, it reflects the Taíno people during the colonial period of the Great Voyage and discusses how the Taíno people’s history and existence were erased by Spanish colonizers.

2. DeMello, M. (2004) Bodies of inscription: A cultural history of the modern Tattoo Community. Durham, NC: Duke University Press.

This book discusses the origins, past, present and future of tattoos in a very broad span, in which it explores the semiotic value of tattoos and explains how tattoos are associated with different social classes and hierarchies.

3. Haynes, N. (2022) ‘Inking identity’, The Routledge Companion to Media Anthropology, pp. 381–394. doi:10.4324/9781003175605-38.

It explores how tattoos can serve as a medium for the fusion of urban culture and traditional culture.

4. Simons, J.W. (2015) Ink with meaning: What we can learn from the tattoos of our ancestors, CNN. Available at: https://edition.cnn.com/style/article/what-we-can-learn-from-the-tattoos-of-our-ancestors/index.html (Accessed: 03 December 2024).

It shows that tattooing is both a personal projection of self and a means of communicating deeper cultural meaning.

5. Trujillo, M.S. et al. (2021) ‘The tattoo as ancestral legacy and dichotomic element of national identity’, International Journal of Organizational Business Excellence, 1(2). doi:10.21512/ijobex. v1i2.7155.

This article explores the origins of tattoos, starting with the world’s earliest known tattooed mummy, the Tyrolean Iceman, dating back 5,300 years. It discusses tattoos as an ancestral legacy and how they function as a dichotomous element of national identity

Next, I completed the literature review and made revisions to the formatting issues based on last week’s feedback.

Feedback from teacher:

First, I need to remove the indent from all subheadings and add a new subheading: Content Page.

Second, I need to add space between chapter and 1.

And finally, I need to edit the reference format of the images.

Categories
Design for Animation, Narrative Structures and Film Language

Week 8 Tutorial for thesis

This week is tutorial for our critical report, and some skills about how to write literature review.

This is a periodic summary of my critical report:

In The beginning, I planned to write The visual design and symbolic analysis in the short film Jibaro, after conducting my research, I realized that discussing the visual design and symbolic meaning in Jibaro inevitably revolves around the colonial background of the story. The historical context is deeply intertwined with the work, and the concept of “visual design” feels too broad. It can encompass color, costumes, character design, environment design, artistic style, props, lighting design, and storyboarding.

There are too many elements to analyze, so I decided to focus on a specific category of visual design.

After reviewing a lot of material, I gained a general understanding of the historical context and noticed something unusual—the knight’s facial tattoo.

In film or animation, facial design is often very important, and the author places the tattoo on such a prominent part of the face, which I believe must have a specific role. Since discussing this story inevitably involves the historical background, I decided to narrow my topic to

The Cultural Significance of Tattoos in Jibaro: A Visual Narrative in the Colonial Background

You can see that the circles in the top pdf represent the relationships between the various elements in the title. I plan to analyze the role of tattoos in Jibaro as a visual narrative tool, particularly from the perspective of the colonial background. I will explore how tattoos drive the plot and their symbolic meaning within the story.

Additionally, I aim to discuss the cultural significance of tattoos themselves and how they relate to the themes of the story.

During my research, I experienced both pain and enjoyment because it led me to explore tattoo culture and the colonial history of Latin America, topics I had never deeply considered before. This information gave me a new perspective on tattoos, and I even discovered that their origins are closely linked to tribal culture, with tattooing in the U.S. actually tracing back to South American tribes.

Although indigenous groups like the Taíno were nearly wiped out during the violent colonial process, many tattoos with tribal cultural symbols continue to be popular among young people and have become a trend. These tattoos are not only symbols of fashion but also carry deep cultural significance.

For example, the essay above mentions that Gus and other tattoo artists incorporated elements of “Bolivian” or “Andean” styles into their designs, using pre-Incan symbols, Bolivian folklore, and local flora and fauna. Through these tattoos, artists convey the culture of Bolivia and the Andes. Even though some ethnic groups have disappeared, their culture has been preserved through tattoos.

Feedback from teacher:

In format, I need to use “Chapter 1,” “Chapter 2” to label the subheadings in the main body, and categorize the images in the text into the Appendices section on the last page.

In content, I need to cite more references and complete the literature review. The literature review can support my Chapter 1 or Chapter 2, In this way, it can link the references with my topic.

Categories
Design for Animation, Narrative Structures and Film Language

Week 7 The Language of Animation: Editing

Class Discussion question:

“•Kristin Thompson asserts that Hollywood realist conception of cel animation developed partly as a defense ‘against the disruptive properties of animation’ (p. 108). This trivializing of animation and adoption of the language of cinema made it palatable and recognisable to a classical Hollywood cinema audience.

•What properties does animation have that could potentially make it disruptive? What can animation do that live action cinema cannot? Make a list.

•How did cartoons such as Duck Amuck (Dir. Chuck Jones, 1953) http://www.dailymotion.com/video/x2ofats differ from/or diverge from Disney realism and classical Hollywood cinema. Make a list. Consider things such as aesthetics, the sound, the performance of the characters, the style of animation and the ideology.”

——– From Week 7 powerpoint

I think the answer to this question should first start from the 12 rules of animation, animation has offsetting, aniticipation, overlapping, exaggerated deformation, and in most cases do not conform to the reality of the mechanics of imagination, based on the real but higher than the real. This is a valuable characteristic that I think animation has but movies do not.

https://informatics.wu.ac.th/wp-content/uploads/12.gif

I think Hotel Transylvania is a good example to compare to Disney animation.

The characters in Hotel Transylvania, especially Dracula, are more cartoonish and exaggerated. The character’s facial expressions, range of motion, and body shape are often exaggerated and distorted.

Moreover, Hotel Transylvania does not strictly follow the scale and structure of animals or humans in the real world, but uses geometric shapes to abstract and simplify the appearance of the characters.

This design approach makes the characters more distinct and expressive. For example, Dracula’s design, his body is often composed of simple geometric figures, such as a round head, triangular shoulders, straight limbs, etc. These designs make the role more cartoonish features, can visually quickly convey Dracula’s tall, thin, majestic.

Disney’s character designs usually go for a more natural look, trying to make the characters look like actual animals or people. Like Simba in The Lion King.

The animal designs in Hotel Transylvania are also like this, for example, this sheep is combined with some exaggerated shapes.

However, the animal character design of Disney animation is still restored in accordance with the real animal, although some cartoon stylization is done, but there is no bold deformation of shape. For example, Bambi’s fawn character maintains the basic physical characteristics of a deer.

Compared to Bambi, animated films like Hotel Transylvania use geometric shapes and exaggerated body movements more boldly, breaking the physical laws of the real world. For example, the animal characters in Hotel Transylvania like sheep are often designed with the basic characteristics of the animal highly simplified, and through exaggerated deformation to create expressive and humorous images.

I think the following animated works are different from the classic Disney style:

  • Hotel Transylvania
  • Ice Age
  • Kung Fu Panda
  • Helluva Boss

Categories
Design for Animation, Narrative Structures and Film Language

Week 6 Mise-en-scène

Animation Staging

  • Character placement & composition
  • The use of long. Medium and close up shots
  • Background and setting

Screen Direction

  • Screen Continuity

Mise-en-Scène, as a central concept in the art of cinema, involves the arrangement and placement of all the visual elements that can be seen in the frame.

I would like to analyze the combination of split-screen and Mise-en-Scène with narrative in the context of my favorite movie, Lord of the Rings.

Set Arrangements and Props:

For example, the strong contrast between the Hobbit village and Mordor in the movie is conveyed precisely through the set arrangement of Mise-en-Scène.

The warmth and naturalness of the sets and color palette of the Hobbit village expresses the peaceful, uncontested life of the Hobbits.

While Mordor is a gloomy, barren landscape with shades of black and gray, representing the power of evil.

Light and color

In the Mordor shots, the director uses a lot of low light and shadows to focus on the characters’ faces or key props, highlighting the sense of danger and oppression.

Rivendell(Fairy kingdom)’s lenses use brighter and more natural light, bringing more openness and serenity.

The picture below shows the white-robed wizard Gandalf, the Aragon, the dwarves, and the elves on the journey to Rohan for support.

The lens slowly pulls back as the horse moves to the left. This picture is very characteristic,which contains close-up, middle-range and long-range shots. The close scene is the nearby rocks, the middle scene is the grassland and the moving Gandalf group, and the distant scene is the boundless mountains and the twilight sky. When a scene designer constructs a scene, they will choose to do so, because the images with close-up, middle-range, and long-range scenes have more depth and space.

Shape the characteristic

For example, a very distinctive character in the Lord of the Rings: Gollum. Gollum has complicated personality traits, and his good personality often talk to the evil personality. “Gollum is a compelling case study on the internal struggle of good and evil all on his own. The Lord of the Rings provides an impressive blend of relatable individual struggles while simultaneously setting up a clear “good versus evil” scenario.” (Pak, J. (2020, December 04). Why the lord of the rings are the best fantasy films of All time. Retrieved December 06, 2021, from https://www.looper.com/289917/why-the-lord-of-the-rings-are-the-best-fantasy-films-of-all-time/)

This image has an empty alt attribute; its file name is image-105.png

One of the scenes was that the Gollum squatted by the water and talked to his evil personality to discuss taking the Lord of the Rings. When the evil personality speaks, the camera records the water surface, and when the good personality speaks, the camera records Gollum’s face. Objects with reflection function such as water surface and mirror are often good means for photographers to show the dual personality of the characters.

Shot and theme

This picture is from the third section of The Lord of the Rings. After Aragorn and the other people defeated Sauron and became the king, Aragorn and the people saluting the four hobbits who destroyed the Lord of the Rings.

At the beginning, the king and queen salute first, and then the people closest to the hobbit begin to salute. As the people gradually gave the respect to the four heroes, the camera zooms out.

The audience found that the small and humble hobbit was honored by so many people. This shot shows the theme: no matter how small you are, as long as you persevere with hope in your heart and never give up, you will be respected by others.

Categories
Design for Animation, Narrative Structures and Film Language

Week 5 The Animated Documentary

Before taking the course of animated documentary, I had a vague understanding of this category. Although I have been exposed to some documentaries in the form of animation, they have never been classified as a separate genre in my memory. However, through the study of this course, I began to realize that animation documentary is not only a form of creation, but also contains profound narrative intention and diverse expression styles.

Animated documentary is a form of media that fuses the art of animation with documentary narrative.

In my opinion, it can be mainly categorized into two types: macro-narrative and micro-focus. The former focuses on recreating historical events or restoring what happened, while the latter focuses on the experiences of individuals or small groups by focusing on them.

Macro-narrative type

The macro-narrative type of animated documentary centers on recreating the full picture of an event.

For example, Tower Official Trailer 1 (2016) – Documentary vividly recreates the University of Texas shooting through a combination of animation and historical footage.

The film not only relies on survivors’ narratives, but also utilizes animation to recreate the subjective feelings and tense atmosphere of the event so that viewers can more strongly vicariously experience the event.

This type of animated documentary is particularly good at conveying complex events, and can quickly attract viewers into the narrative situation through rich visual language.

However, I think animated documentaries also have certain limitations. Macro-narratives are difficult to balance between artistry and authenticity. Creators are sometimes unable to cover all perspectives and details, and certain narratives may appear one-sided due to personal choices. At the same time, grand themes sometimes sacrifice depth of detail, making it difficult to fully demonstrate the complexity of individual experiences.

Macro-narrative type

Unlike macro-narratives, micro-focused types of animated documentaries focus more on individual perspectives or the special experiences of marginalized groups.

For example, A is for Autism presents viewers with the sensory world and inner emotions of autistic people through their drawings and narratives. Based on real interviews and contributions from autistic people, the film breaks through the limitations of language and behavior through animation and deeply restores the feelings of marginalized groups.

I think this is a very great work because it deeply links the autistic community and the audience across the span of time and distance. While some other animated works may also reflect some of the issues and dilemmas faced by marginalized groups. Although this format has a high degree of authenticity, it also suffers from under-representation, I looked up the information and it seems that only 10% of autistic people in the author’s research were willing to be interviewed.

Class dicussion topic:

“There is little question that animated documentaries are animated films, whereas there is potential debate as to whether animation is a acceptable mode of representation for documentary’ (Honess-Roe, 3

Do you think that animation is an acceptable mode of representation for documentary? Why?”

In my opinion, animated documentary can be regarded as a form of documentary, the core of which lies in whether the creator respects the facts and creates with a serious attitude.

As a medium, the characteristics of animation will not naturally weaken the authenticity of documentary. As long as the creator aims to record objectively rather than deliberately distort facts, the legitimacy of animation as a documentary should not be denied due to the particularity of the medium.


Some people may think that animation documentaries lack the authenticity of direct shooting and are difficult to represent objective authenticity, but in fact, any documentary form will inevitably have a certain bias. This is because the documentary itself is not only a record of the event, but also the reflection of the perspective of the creator.

When the director chooses the object of record, material editing and narrative method, he will bring his subjective intention, which inevitably affects the content of the documentary. For example, in some Japanese teaching materials or documentaries, they tend to choose the historical narrative mode that is favorable to their country, and even deny the past crimes; In the Chinese documentary, we will interview survivors to tell more neglected historical truths. These choices themselves are not determined by the medium, but by the position and purpose of the creator.

Therefore, whether it is a live documentary or an animated documentary, the bias comes from the person, not the form. Animated documentaries express content through painting or animation, and are not more likely to deviate from the truth because of the creativity of the medium. On the contrary, it may be more helpful in some situations to restore facts or present a complex subjective experience.

Categories
3D Computer Animation Fundamental UE5

Week 12 Final submission for UE5 Project – 3D Computer Animation Fundamental 

Content:

In this summary report, as the workflows for steps 1-4 have been detailed in my previous weekly blogs, I will not elaborate on them here. I will include the links at the end of each section for reference. And also could click the menu to open the blog:

1. Initial Research and Inspiration:

This phase involves gathering references, write the concept and settings of the boss character, and research the environment styles to get more inspiration.

Story concept:

I wanted to create a short film around the themes of balance, plunder and power cycles. While I don’t tell the story directly through dialogue, I want to use character design and storyboards to convey the setting and storyline. In the initial conception, I centered my creation on the guardian of the forest, and the protagonist as an outsider broke the peace of the forest. His or her goal is to seize the power of the Spirit of nature in order to save the people of the homeland. However, the protagonist will pay the price at the end.

Theme:

In the beginning of research, I want to explore the subtle balance of the forces of nature, and human interference with natural harmony how can lead to disastrous consequences. But as the story progresses, I feel that the whole story is more like a discussion of fate, the cycle of power and plunder.

1. Benefits under the temptation of blindly follow:

in my story, I want to explore a kind of be manipulated and the price of ignorance. The protagonist’s journey is to save his or her hometown, but as the story progresses, he or she comes to realize that actions are actually serving a higher god. This ignorance causes the protagonist to become a tool in the conspiracy of others and to pay the price for blind faith.

2. Unconscious Destruction:

I also want to use the protagonist’s story to show a form of unconscious destruction. The protagonist initially acts with the intention of bringing redemption, but due to incomplete information and distorted guidance, their act of redemption ends up making things worse. For example, when they use their power to save their hometown, it brings even more destruction. What I hope to express through this is that, when we pursue good intentions, if we lack an understanding of the truth or are misled by false information, the result can often be the opposite of what we hoped for.

3. The Nature of Power:

Furthermore, I want to explore the nature of power. In the story, power is neither absolutely good nor evil, nor does it represent true redemption. Instead, it is a resource that is plundered and controlled. The cycle of this power reflects both the balance and destruction of the natural ecosystem, while also mirroring humanity’s eternal desire for control and survival. Through this theme, I hope to guide the audience to reflect on the cost of power and how our thirst for it influences our relationship with both ourselves and the environment.

Therefore, through these themes, I hope to present a dangerous world filled with contradictions and conspiracies. As the protagonist pursues power or redemption, they gradually uncover the hidden manipulation and costs behind it.

Inspiration:

Dark fantasy themes Games

– Dark Souls

– Elden Rings

•Chinese myth –“Kua Fu Chasing the Sun”

Traditional stories interpret nature

in themes of balance and power

•LOVE DEATH + ROBOTS – JIBARO

•Outsiders and Predators vs. Native cultures and resources

•Princess Mononoke

– great power can lead to consequences like exploitation and backlash

When I started this project, I was thinking about how to bring elements from some of my favorite works into my own work. For example, games like Dark Souls, with their dark fantasy themes, inspired me a lot. I really admire the way they tell deep and symbolic stories. On the other hand, the Chinese myth of ‘Kuafu Chasing the Sun’ showed me how traditional stories interpret nature, which made me interested in themes of balance and power. Moreover, works like Jibaro gives me inspiration of the story between Outsiders and Predators with Native cultures and resources. Additionally, works like Princess Mononoke made me think about how great power can lead to consequences like exploitation and backlash. These inspirations together shaped the worldview I want to express.

2. Sketches, Timeline, and Storyboarding:

In this part, I draw sketches of the scenes and boss, planning the timeline of the whole process, and developing the storyboard for each shot.

Timeline:

Storyboard:

The format and narrative style of the short film:

I plan to create a short film consisting of five shots. These shots will resemble CG trailers or promotional videos from games and will present the story in fragments of memories, alternating between the past and the present. Through this non-linear narrative approach, I aim to let the audience gradually piece together the background of the entire story.

However, due to time constraints, I will only be able to produce the shot where the protagonist meets the boss.

Background of the story

It is a world of desolation and brokenness, where gods fight each other for power but refuse to fulfill their responsibilities. In this forest, the Spirit of Nature was once the guardian, controlling two complementary forces – life and death. These two powers balanced each other and maintained the eco-system of the forest. However, many years ago, a mysterious god seriously injured the Spirit of Nature and took away its power over death. Since then, the balance between life and death has been changed, and the ecology of this forest has become unbalanced.

Life became too abundant to come to an end. The creatures can’t die, including humans and animals, after a long period of time, their minds and intelligences are gradually blurred and reduced to the existence of chaotic consciousness.

The protagonist is an outsider from a faraway land, and in order to save the people of his or her homeland, he (or she) follows the guidance to the forest in an attempt to seize the power of life controlled by the Spirit of Nature. However, the protagonist is unaware of the limitations of this power, and unaware that his mission is in fact an elaborate deception designed by a higher god. He is just a pawn, driven and seduced by an unknown force, and is forced to collect the remaining power of the Spirit of Nature.

I focused the short film on the boss, which is a character full of tragedy. Despite its incredible power, it can’t escape the fate of being manipulated and utilized by the higher gods. Realizing this, the boss chooses to banish itself, sitting alone in the depths of a cave at the edge of the forest, waiting for those who seek its power to come and defeat it.

In the short film, the protagonist is shown from the point of view of the camera, becoming the observer of the narrative. In the storyline beyond this short film, the protagonist will also explore and fight, gradually realizing the true intentions and meaning of those “guides”, and take this power to challenge the higher gods who try to manipulate him or her.

3. Boss Model Creation:

In this part, I craft the 3D model of the boss, including sculpting, cutting uvs, texturing, and rigging.

Design Concept and Details:

I used an asymmetric design. The hole in its chest hints at the tragic past of having its “death power” taken away.
I wanted to demonstrate both vulnerability and strength in the boss.

On one side of its chest, I designed a rock-like, hard material to symbolize its power and resilience. On the other side, there are layers of rigid structures and wounds that resemble organic healing, as if flesh and blood are desperately growing back.

I wanted to show its powerful self-healing ability while also show its limitations—no matter how strong it is, the chest wound remains unhealed, as it is a fatal injury inflicted by another deity.

Summary of my work flow:

Also, you can view detail pictures and process in the blogs below:

4. UE5 Scene Setup:

In this step, I Built the environment in UE5, including placing assets, arranging the scene layout, and setting up the basic world-building elements such as terrain, objects, and structures.

5. Lighting, Camera Placement, and Narrative:

In this part, I Adjusted the lighting setup to create the appropriate mood for the scene, positioning the camera to guide the viewer’s focus, and I try to make the composition supports the story and narrative progression.(Although there is no dialogue, I want to reflect my background and narrative through some scenes, and I will also write some scenes scripts that I have to abandon due to time reasons in this part)

Llighting:

In the corridor area, it was too dark, so I added three rectangle lights to make the rocks brighter.

6. Final Output Video – Week 12:

Final render shot compositing:

For the best viewing experience, please set your screen to maximum brightness.

Presentation – Week 12:

https://www.youtube.com/watch?v=VRsSw8vKVXk

Categories
3D Computer Animation Fundamental UE5

Week 11: Render third version of the demo – Project 1 – UE5

Content and Task:

  • Set up the camera angles for the corridor-to-wide-shot sequence.
  • Make adjustments to the previously captured shots and render them again.
  • Edit the footage and synchronize it with suitable music.

Version 3.1:

The default playback is set to low quality, but you can switch to high quality for a better viewing experience.

In this shot, there are a few issues:

  1. Due to texture streaming, the visuals suddenly became blurry at certain moments during rendering.
  2. The corridor scene is overly dark, making it difficult to see the surrounding environment. I think I need to add some faint lighting to slightly illuminate the structure.

Version 3.2:

Version 3.3:

Both of these youtube accounts are mine, and since I upload too many videos a day, I can only use this account to continue uploading.

In version 3.3, I adjusted the atmosphere of the scene, the fog, and added lighting to the corridor.

Then, I merged the two shots, edited them, and added background music.

Demo with background music:

Then, I discussed the demo with my teacher and received very helpful feedback and insights, which I will implement before the final submission:

  1. The camera has a moment of acceleration when moving through the corridor, which looks a bit abrupt. I need to adjust the camera’s curve.

2. When entering the cave, the eyes transition from a dark environment to a well-lit one, which might be uncomfortable at first. I can adjust the exposure and focal length to achieve this effect, similar to James Turrell’s works.

Art work by James Turrel
Art work by James Turrel

3. In the wide shot, I should focus more on the statue, with the boss appearing as a black silhouette in the background. Since there will be a close-up of the boss later, I need to add more lighting details to the statue so that the viewer’s attention isn’t distracted by the light from the cave entrance, and I can reference how to use the light to create contrast and focus from some art works from Caravaggio’s paintings.

The Calling of Saint Matthew, by Caravaggio

4. For the close-up shot of the boss, I can add more detail to the base, such as scattered rocks and grass.

5. When the boss opens its eyes, I will lower the brightness of the rocks behind it, allowing the light from its eyes to have a subtle color influence on the environment.

Categories
3D Computer Animation Fundamental UE5

Week 10: Render first version and second version of the demo – Project 1 – UE5

Content and Task

  • Place the cemera
  • Color grading
  • Render the firest version of the video

The first version of the shot

I discussed this shot with my teacher and received very helpful feedback:

  1. The pacing of the shot is a bit slow.
  2. The focus has issues.
  3. When the camera passes through the statue, there is clipping, which affects the visual experience.
  4. While the boss is lit, there are no shadows on the ground, which feels inconsistent.
  5. The boss’s animation, where it turns its head and opens its eyes simultaneously, makes it hard for the audience to identify the primary movement.

I also identified some issues myself, such as:

  1. Due to the volumetric fog, the dark areas in the distance appear too gray and lack sufficient depth, resulting in weak overall contrast between light and shadow in the scene.
  2. When the boss sits cross-legged, the leg model deforms noticeably. I need to adjust this using blend shapes.
  3. The sky behind the boss looks too plain, and the entire scene, including the animation, feels overly static. To enhance the sense of depth and introduce some dynamism, I plan to add birds and distant snowy mountains.

After the modification, I rendered the second version:

Due to the backstory, this boss has been meditating in the cave ever since its power over death was stolen. It neither resists nor continues to fulfill its original duties. Originally, the balance between life and death attracted many explorers to this forest. However, with the power of death taken away, the power of life is left unchecked. Under its influence, the forest’s inhabitants and all living beings cannot experience a proper death.

The protagonist, as the challenger and corrector, is actually being used by a higher deity. Since they cannot directly compel the boss to resume its duties, they tempt the protagonist with the boss’s remaining powers, essentially turning the protagonist into a collector. This power exerts a slow, irreversible influence on the area within a certain radius centered on its wielder. Rather than functioning as a power, iy seems like a moving curse.

According to the setting, after seizing the power of life, the protagonist begins to question whether they are truly walking a path of his or her own choosing.

In this scene, I want to convey the boss’s sense of abandonment and its inevitable “eaten”.

So, this isn’t exactly a highly optimistic worldview, and the boss, as a deity, isn’t as unattainable as one might imagine. It’s merely another piece on the chessboard. Perhaps influenced by Souls-like games, I often enjoy creating worlds that aren’t entirely bright or hopeful. This boss isn’t a noble god; it’s simply a being with extraordinary power, coveted by various forces, reduced to a mere pawn in their schemes. Thus, it remains in this desolate cavern, awaiting the one who will eventually claim its life.

Since the overall scene is very dark, the boss lacks sufficient lighting, leading to a loss of detail. To address this, I separated the scene models and lighting into Channel 1 and placed the boss model and its lighting into Channel 2. Additionally, I positioned around eight area lights around the boss to create dynamic lighting effects.

I aim to create the impression that when the boss opens its eyes, the light from its eyes illuminates its face. Furthermore, as the boss awakens, its body will emit a glowing energy effect.

Categories
3D Computer Animation Fundamental UE5

Week 9: Polishing the scene and make the sculpture – Project 1 – UE5

Content and Task:

  • Use ZBrush to create the statue model and textures, then import them into the scene.
  • Continue build the scene

Craft the sculpture:

Continue build the scene: