Set up the white-box model for the scene, determining the camera position and the overall layout of the scene.
Replace the polygons with FAB assets, add environmental fog, and finalize the lighting setup.
Create a sketch of the scene layout:
I initially built the sketch in the classroom, but the classroom computer doesn’t have C4D, so I had to use Maya instead. While Maya is good for general modeling, it’s not as efficient for quickly setting up large scenes compared to C4D. This is because if the scale is set too large, parts of the model get hidden and become invisible.
Then, I imported the Maya scene into C4D and continued adjusting the layout. I enabled the camera’s rule-of-thirds grid, which helped me better position the objects.
My draft of the scene
In the overall scene, I made some adjustments based on the sketch. I wanted to capture the moment where the protagonist walks through a corridor and then reaches the cave, so I added a narrow corridor. As seen, the scene consists of several sections: the farthest and highest point is where the boss sits, followed by a ruined staircase. In front of the staircase is a body of water, along with statues and columns. For the foreground, I plan to add some grass and rocks.
Import into UE5:
Then I use data smith to import the scene and camera position into UE5. And strat to build the scene:
During this week, I need to rig the model of this character.
Since the model is not only asymmetrical but also has a high polycount, and the hole in the chest complicates weight painting, I will first use a plugin to reduce the polycount, retopologize the model, and remove the chest structure, replacing it with a flat surface.
Place the rig
Create cage(deform – cage – create) as a second low model for the low model. This allows the weights to be copied onto the lower module later.
Since the generated cage is too thick and overlaps around the fingers, I need to adjust its size. Then copy the weight of cage to our low modle.
Paint and adjust the weight:
Copy the weight in low model to the model with more ploygons, and adjust the weight.
Use blend shape to make the eyelid close
I encountered a serious issue: when sitting cross-legged, the thigh area stretches too much and twists, creating a very odd appearance. I need to switch from classic linear to dual quaternion and then use blend shape with smooth to adjust the shape of the model.
This week, I imported the model into sp to bake the high mold and paint the material.
Bake the model:
Materials of the boss:
Since recording the screen while painting the textures causes lag and the model has a high polycount, I will take screenshots to showcase the final result and the overall texture workflow.
The image above shows the texture I painted for the first time, which has a matte finish but looks rather monotonous. Therefore, I decided to incorporate a mix of organic and inorganic elements. I made some adjustments:
Balancing the added elements during painting is crucial because certain textures and bumps can alter the original sculpted structure. However, I had to make some compromises in this process to ensure the details enhance the model without overwhelming or distorting the sculpted form.
Screen shot in Substance Painter
When painting the head’s texture, I need to consider various factors. According to the boss’s backstory, as a deity that has been sitting still for centuries, its body will have dust accumulated in the crevices, and the entire body has a rough texture. Considering the humid environment of the cave, moss would grow on it, and the surface of its body would have a layer of damp moisture. Therefore, I added these effects to reflect those conditions.
Since no natural creature is perfectly symmetrical, I’ve kept symmetry off both in the design and texture painting. This irregularity adds to the realism.
For the chest, I want to create a layered structure on the right side, with elements like veins or organic features attaching to it. On the left side, I plan to paint textures resembling rock and glowing jade.
For the abdomen and arms, I want to maintain a texture that combines hardness like rock or wood, with patterns resembling tree bark and subtle bumps to emphasize its organic, yet rugged, nature.
To ensure a reasonable timeline, I need to allocate time for rigging, animation, scene creation, rendering, and editing. Therefore, I should aim to spend one week on creating the high-poly model and sculpting the details. This week will be dedicated entirely to detailing the sculpt.
First part of detail:
I used subdivision and projection to ensure the model’s polycount is appropriate. Later, I will bake the high-poly details onto the base model, but that will be part of the work in Substance Painter.
first part of detail
The creation of details is mainly divided into two parts.
The first part involves sculpting the primary details, such as the flowing lines and muscle definition.
Second part of detail:
The second part focuses on the skin details, including its rough texture, scales, wrinkles, and rock-like cracks. I will use various brushes to create these features.
The second part of the detailing, along with UV unwrapping and base color painting, can be found in the following video.
I want to add some details to its horns, such as making the outer shell appear rock-like and hard. Over time, due to wear and tear, cracks will form, and some of the worn-out shell will expose the jade-like material beneath.
The next step is to export the first level model, which is the baked model, and use rizomuv to cut the uv, which you can also see in the video
Use RizomUV to cut uv
For the body, since I’ve combined the head, arms, and torso into a single model, I need to use UDIM to ensure the texture resolution is maintained properly.
Use Zbrush paint base color
Then, I continue using ZBrush to paint the base colors because ZBrush’s masking tools are more effective than those in Substance Painter. I’ll complete the base color in ZBrush, export it, and then import the base color into Substance Painter for further work.
Make a boss model and determine the proportions of the limbs
Determine muscle direction
Definite silhouette
Engrave the details of the chest
In the head sculpt, I want to convey a sense of both danger and gentleness. Its silhouette might resemble that of a deer, but the details will deviate from this impression.
Around the mouth, I want to sculpt an emaciated and dry appearance, as if the skin is clinging tightly to the bones. Additionally, I want to create the impression of vines growing beneath the skin.
For the overall body, I aim for a more slender and lean design, suggesting that it doesn’t rely on strength or muscle to win battles.
Due to the story setting (though this won’t be shown in the video), this boss possesses the powers of both life and death. However, the power of death was taken away many years ago, leaving an unhealed scar on its chest. Therefore, I want to sculpt some details that convey the sensation of flesh growing on a hard surface. It resembles a fusion of organic matter, rock, and jade.
I aim to highlight its divine nature, showing that while it has formidable healing abilities and powers, it still bears permanent scars and can experience pain. At this stage, I noticed that its chest and muscles appear somewhat soft, so in the final polishing stage, I plan to make the edges look sharper.
I noticed that I started sculpting the back muscles relatively early, but because of the need to use Dynamesh, the details were lost. I’ll pay more attention to this in future work to avoid wasting unnecessary time. Since this time I started creating after not using the software for six months, many of the repetitive tasks could have been avoided with better planning.
For example, in a proper workflow, I should finalize the shapes of the fingers, toes, and all other parts before moving on to detailing the head and chest. However, I couldn’t help but start with those details first.
However, I often find myself getting lost in the process of refining the shape. This stage, which lies between rough sketching and detailing, tends to feel tedious. I often can’t help but dive into detailing a specific area instead of focusing on the overall form.
My weekly reflection:
Sculpting the mid-level model is a painful process because it’s extremely tedious. I can’t immediately see the final result, which makes the entire workflow feel endlessly long. I ended up remaking the legs three times.
The first attempt aimed to create a treant-like feel, with legs resembling a structure made of branches. However, when considering the integration of the legs with the body, I realized they were too thin to properly support its weight. So, I redid the legs.
first version of leg
The second attempt followed an animal-like structure, including bent knees and heels. But I had to reconsider this because the character needs to sit cross-legged, and I also needed to factor in the later rigging work. This led to the third version of the legs, where I switched to a human skeletal structure to make the subsequent work less troublesome.
second version of leg
I had to make some compromises, such as removing the branch-like structures extending from the hip area. I was worried they might clip through the body when the character sits cross-legged.
This week, I need to modify my arm poses based on the teacher’s feedback to ensure they are not obscured by the body. I will also convert the blocking into spline and adjust the animation curves to make the movement smoother.
This week, I continued working on my animation. Teacher taught us a great method for gaining overall control of the movement. It involves stacking two cubes, with one representing the shoulders and chest and the other representing the main torso. Then, based on the reference, you keyframe the cubes. Just like sketching a draft in drawing, these cubes serve as the first step in summarizing the body’s motion patterns.
cube method
My blocking:
I believe the order of production is very important. For example, the body, as the first-level object of movement, should have its position determined first, followed by the feet.
I start by focusing on the details of the body’s rise, fall, and rotation, then move on to establish the relationship and positioning of the feet in relation to the ground.
Finally, I keyframe the arms and hands. For the last part, I make slight exaggerations — I want to extend the anticipation phase, allowing the character to build up more force in the opposite direction. Therefore, I enhance the actions based on the reference.
My feedback of this week
The issue is similar to the one I encountered with the silhouette poses earlier. In the reference, the arm movement is not very clear; for example, when jumping, the right arm is obscured by the body, which results in a lack of information.
This is something that needs to be considered in animation — how to re-design and modify the motion based on the reference to make the entire process more “animated.” Fortunately, the instructor gave me some great suggestions for arm poses.
I referred to a reference video from professional motion capture actor Xixiyu and decided to create a jumping-down pose. I realized that the preparation phase for this pose is crucial because when a character jumps down from a high place or between platforms, there is usually a preparatory action before the jump. Below is my reference clip:
The reason I chose this reference video is that it is very comprehensive, covering the whole process from the initial position to the preparation position, to the jump, fall and return to the standing position. The recording is complete and clear. I need consistency and integrity in these poses so that I can better analyze the changes in his movements.
This is the preparation phase before the jump. According to the reference, she first takes a deep breath as the initial preparatory action. Then, she crosses her arms and shifts her weight backward, storing force in one direction. After that, her center of gravity moves upward and forward, and her body transitions from a side-back position to facing forward.
This is the takeoff phase. She spreads her arms, possibly to maintain balance, and then descends. The overall motion curve should resemble that of a bouncing ball.
This is the landing phase. You can see her center of gravity shifting from right to left, followed by her standing up and taking a few steps forward.
This is the entire dynamic process:
The entire line change in the center of gravity, but I won’t make it exactly the same because the animation needs to be smoother, like a bouncing ball.
This week, I submitted a re-done walking loop and got feedback:
There are still some problems with animation, for example, my cog is not low enough when the center of gravity should be the lowest. In order to solve the problem of knee jumping, it is necessary to disassemble the key frame of the foot touching the ground, so that the whole heel touches the ground, and then the front foot is tilted up, and then the next key frame is the whole foot touching the ground.
Front view:
There are no major issues with my front view, and no modifications are needed.