Categories
Tomb adventuring VFX fundamentals

Final project-Tomb adventuring

Legend has it that deep within a hidden mountain lies a forgotten ancient tomb. This tomb belongs to an ancient sorcerer who fed on human souls and forged the “evil essence” capable of controlling life and death and altering the fabric of reality. To prevent the malevolent spirits from wreaking havoc, the imperial court sent an elite team to join forces with Taoist priests to seal the evil spirits within the tomb. However, the spirits did not give up. They hid the “evil essence” inside the tomb, and anyone who enters and makes eye contact with it would have their mind bewitched and become a slave to the evil spirits. To prevent future intrusions, people placed numerous traps and protective barriers to safeguard the seal. For centuries, no one has dared to step foot into this cursed place.

Concept art

My initial concept inspiration came from the underwater tomb of King Wu, where he was buried alongside his most cherished 3,000 swords. Among them, the most renowned, the Fish Intestine Sword, is revered as the supreme of all swords. Eternally sealed within ancient vines, it rests alongside King Wu in his eternal slumber.

However, in the subsequent design process, I am dissatisfied with the sword elements. I created several different sword models, but none of them yielded satisfactory results. This led me to reconsider whether I should replace the sword with other elements.

I want to replace the sealed object from a sword to particle effects, which are referred to as “Essences” in the story. The narrative revolves around these Essences, telling the tale of an ancient sorcerer who crafted a power capable of controlling life and death and altering the balance of the world. To prevent the evil spirit from wreaking havoc, the imperial court sealed it within an ancient tomb hidden deep in the mountains.

The container that seals the “Essence” is designed with bird feathers. This is because its power to control life and death, and alter the natural order, reminded me of the ancient Chinese phoenix, which also symbolizes the ability to reverse life and death and achieve rebirth through nirvana. Therefore, the overall design of the container draws inspiration from the phoenix’s wings and feathers.

For the character choice, I want to use a character from a game I really love called Naraka. She is the blind swordswoman from the western Kunlun, the beautiful and dangerous red-laced snake. Her concealed eyes make her immune to the corruption caused by evil forces. In my setting, the evil essence within the ancient tomb can control a person’s mind through their eyes, so this character, who is perfectly immune to it, makes a great protagonist. In the future, I will collect the official concept art and create the model by myself.

  • Camera concept

Reference

I gathered some reference materials for scenes, mainly to study and draw inspiration from the lighting setup and atmosphere creation. These references not only helped me understand light and shadow effects but also provided inspiration to enhance the overall visual quality and depth of the composition.

Preliminary layout

After completing the concept art, I used simple block models in Maya to lay out the basic structure of the scene.

Next, I set up the basic lighting, fog, and camera angles in Unreal Engine 5 (UE5). I also replaced some of the block models with assets to give the scene a more refined and immersive look.

Modeling

I modeled the container. The process involved creating a rough model in Maya, then importing it into ZBrush for sculpting, adding forms, cracks, and other details to enhance material texture and realism.

  • Character model

Perform detailed character modeling while designing and creating clothing models that align with the character’s setting, focusing on both intricate details and overall aesthetic harmony.

  • Unwrapping UVs for the character model

To enhance UV precision and make the character appear more detailed, I used a multi-tile UV (UDIM) approach to unwrap the character’s UVs.

  • Create textures for the character.
  • Perform rigging for the character.

Initially, I bound the character and clothing together to the skeleton, but I found that this method caused the clothing to inherit weights, leading to deformation during movements.

So, I separated some parts of the fabric from the clothing, bound the character first, and then created the animations.

Then, using UE’s cloth system, I created a cloth asset and painted weights to precisely control the fabric’s drape and dynamic behavior.

The video shows the cloth effects in UE, including the fabric’s drape, dynamic reactions, and interactions with character movements.

Scene lighting setup

To make the scene appear more layered, I rearranged the lighting. I identified the primary light source and the auxiliary light sources in the environment, as well as how they contribute to the indirect illumination of the scene.

Since the scene is set underground, it is not possible to rely on UE5’s default environmental lighting. Therefore, almost all light sources need to be provided through point lights and spotlights for illumination and lighting.

Material animation

I wanted to create an animation of a vine growing. Initially, I used path animation in Maya, but since the entire vine moved along the path, it didn’t achieve the natural growth effect I was aiming for.

Therefore, I searched online for better solutions. Through tutorials, I learned that I could achieve the gradual growth effect of the vine using world position offset and masking techniques in UE.

Offset and masking nodes

Animation effect

Smoke particle effect

I created the desired smoke effect by modifying the built-in smoke preset in UE. I mainly adjusted the particle emission trajectory, the concentration of the smoke, and controlled its size by altering the emission range.

Nuke compositing

I used Nuke for post-production compositing, carefully creating the vine growth effect as it breaks through the ground, while also fine-tuning the shockwave effect caused by the ground destruction to enhance the visual impact.

When I initially composited the footage into the project, I found that the two elements couldn’t blend perfectly, resulting in noticeable seams. Additionally, the footage exhibited an unnatural semi-transparent effect, affecting the overall visual quality.

After checking, I found that the issue was caused by not adding an alpha channel to the footage. I then converted the B channel of the footage to black and white, exported it as the alpha channel, and copied it back to the original footage, giving me a version with an alpha channel.

The effect after adding the alpha channel.

The composited footage after addition.

Nuke node overview.

Logo design

To make the video look more complete, I designed and created some elegant graphic elements and skillfully incorporated them into the footage. This not only enriched the visual depth but also enhanced the overall style, making the video more distinctive.

Final effect

Video link:https://youtu.be/MaQQIky30pY

Summary and Reflection

During this project, I learned a lot of new knowledge and skills. After the initial project planning, I set several key challenges, including:

  • Scene lighting setup
  • Character modeling and animation
  • The vine growth animation

Since the scene was set in an underground tomb (cave), it was difficult to rely on the default environmental lighting in UE. As a result, almost all light sources had to be created using point lights and spotlights. This process took a considerable amount of time because I had to analyze how light interacted with objects and constantly adjust the position, range, and intensity of the lights. Despite the challenges, I was satisfied with the final scene result.

Regarding character modeling and animation, since I had no prior experience with character modeling, this was my first attempt at character creation and animation. The process was relatively difficult, and the final result wasn’t ideal, especially the animation part, which appeared somewhat stiff. I will continue to learn and improve my character animation skills and look for better methods for future projects.

As for the vine growth animation, although it seemed like a simple animation, I encountered some difficulties in trying to represent the growth process. After searching for some tutorials, I learned how to achieve this effect using position offsets and masking techniques. I believe this method will be useful in future projects, and I am excited to have learned this new skill.

  • Reflection

During this project, I identified some issues with asset creation. For example, the character’s UV unwrapping was not standardized, the UV usage rate was low, and some UVs had inconsistent resolution. Additionally, the character animation was not smooth enough and requires further practice and improvement. I hope these issues will be addressed and resolved in the next project.

Categories
Cabin VFX fundamentals

UE5-Cabin-Night

I attempted to construct a wooden cabin set in a nighttime scene and used lighting arrangements as part of a daily practice. During the process, I adjusted the brightness and color of the sky light, precisely positioned multiple light sources, and added soft ambient lighting to create depth and dramatic effects, enhancing the overall atmosphere and visual impact of the scene.

Lighting process

  • Self-illumination
  • Direct light
  • Light source
  • Fill light

Final result

Categories
VFX fundamentals

Lighting & Rendering-091224

  • Create a studio for the robot to facilitate lighting adjustments.
  • I have created four lights for therobot: an area light as the main light, a spot light to emphasize the subject, and two side lights. The main light source has a warm tone, while the fill light has a cooler tone.
  • Next, I adjusted the robot’s material properties to make it more realistic and detailed, while fine-tuning the light intensity, position, and color temperature to optimize the lighting effects. Finally, I rendered the image, resulting in a detailed and well-defined visual.
Categories
Tomb adventuring VFX fundamentals

Final project-Tomb adventuring-Concept

Legend has it that deep within a hidden mountain lies a forgotten ancient tomb. This tomb belonged to an ancient sorcerer who fed on human souls, forging an “Evil Essence” capable of controlling life and death and altering the fabric of reality. To prevent the malevolent spirit from wreaking havoc, the imperial court dispatched an elite battalion, joining forces with Taoist masters to seal the evil spirit within the tomb. They placed numerous traps and enchantments to secure the seal. For centuries, no one has dared to set foot in this accursed place.

Art concept

My initial concept inspiration came from the underwater tomb of King Wu, where he was buried alongside his most cherished 3,000 swords. Among them, the most renowned, the Fish Intestine Sword, is revered as the supreme of all swords. Eternally sealed within ancient vines, it rests alongside King Wu in his eternal slumber.

However, in the subsequent design process, I am dissatisfied with the sword elements. I created several different sword models, but none of them yielded satisfactory results. This led me to reconsider whether I should replace the sword with other elements.

I want to replace the sealed object from a sword to particle effects, which are referred to as “Essences” in the story. The narrative revolves around these Essences, telling the tale of an ancient sorcerer who crafted a power capable of controlling life and death and altering the balance of the world. To prevent the evil spirit from wreaking havoc, the imperial court sealed it within an ancient tomb hidden deep in the mountains.

The container that seals the “Essence” is designed with bird feathers. This is because its power to control life and death, and alter the natural order, reminded me of the ancient Chinese phoenix, which also symbolizes the ability to reverse life and death and achieve rebirth through nirvana. Therefore, the overall design of the container draws inspiration from the phoenix’s wings and feathers.

  • Camera concept

Preliminary layout

After completing the concept art, I used simple block models in Maya to lay out the basic structure of the scene.

Next, I set up the basic lighting, fog, and camera angles in Unreal Engine 5 (UE5). I also replaced some of the block models with assets to give the scene a more refined and immersive look.

Modeling

I modeled the container. The process involved creating a rough model in Maya, then importing it into ZBrush for sculpting, adding forms, cracks, and other details to enhance material texture and realism.

The effect of the container in the scene.

The effect of the container with lighting in the scene.

Categories
Cabin VFX fundamentals

UE5-Cabin

Create a complete forest cabin scene using UE5.

Concept art

  • For this forest cabin project, I wanted to experiment with a stylized aesthetic. During the initial design phase, I established a rough backstory: the cabin belongs to a mysterious witch who has lived in seclusion deep within the forest, leading an isolated life.

For the specific reference of the house model, I wanted to draw inspiration from the exterior of European medieval houses. Since the concept of witches became popular during the European Middle Ages, I believe this style of house would better suit the character.

Afterward, I gathered various reference, including some textures for the materials and reference images of objects, and compiled a list.

Asset Preparation

  • Cabin modeling

Before finalizing all the concepts, I created the first version of the model. However, I felt that the colors and appearance didn’t match my vision, so I refined the concept and remade the model.

In comparison, the second version of the model aligns more closely with the medieval style, and the colors and texture painting are also more stylized.

  • Decorative elements modeling

Landscape creation

I used Gaea to create the landscape, then exported the heightmap and imported it into UE to generate the landscape.

To make the colors appear as a natural part of the environment, it is crucial to consider colors that fit the scene. Since my goal is to create a vibrant atmosphere, I try to add different colors within a similar range of values. It’s important to maintain a balance between the shapes and colors to prevent any plants from standing out too much.

I also used Runtime Virtual Texture to create a seamless blend between the ground and the meshes that come into contact with it.

In Unreal, I use Foliage Mode to scatter my grass and flowers, as well as other assets like bushes, trees, or rocks. For a stylized approach, it’s best to check the “cast shadow” field in the foliage settings.

Scene layout

The initial production didn’t go very smoothly, and I was dissatisfied with my composition. However, since a significant portion of the work was already completed, I found myself torn between continuing or starting over. In the end, I decided to redo the project.

Through analyzing references, I realized that good composition combines elements in the scene into guiding lines that lead the viewer’s eye toward the main subject, thereby emphasizing the key content.

Therefore, I reworked my layout and composition, starting by building a rough white model and refining it from there to ensure visual appeal. Through this exercise, I gained a deeper understanding of the importance of using basic shapes to represent object placement before fully constructing a scene.

Throughout this process, I continuously adjusted and repositioned assets, sometimes even up until the scene was nearly complete.

Niagara system

I used the Fountain system in Niagara to create wind lines. By modifying the wind force, I could adjust the direction of the particles’ movement. Then, I refined the particle movement range, count, and lifespan. Once the particle motion was finalized, I added an empty node to visualize their trajectories and applied a gradient material in the rendering options.

LUT

Finally, I used the LUT feature in UE to color grade the scene.

  • Before
  • After

Final result

Categories
Balloon festival VFX fundamentals

Nuke-Balloon festival

By using various functional nodes in Nuke, integrate balloons into an ordinary video of a mountain, making the footage more engaging and dynamic.

  • 241024-Concept art

Inspired by the reference provided by my teacher in class, I reflected on the styles of balloons for the Balloon Festival. I noticed that the reference featured a large balloon on top with a basket below that could carry people. This combination reminded me of the movie Up, where a house is lifted by a lot of balloons. This concept aligns perfectly with the theme of the Balloon Festival. Therefore, I hope to use this as inspiration to design my video.

  • 021124-Roto mountains

Use Roto and Tracking nodes to separate the mountain from the entire video.

  • 141124-Merging and color

Based on my concept art, composite the corresponding sky into the scene and adjust the overall color accordingly.

  • 211124-Modeling and composition

I created assets in Maya similar to the house and balloons from Up, applied materials, created animations, and finally rendered a sequence of frames.

To make the scene more interesting, I also decided to add the character of Russell, placing him in the foreground on the left side of the scene. This not only aligns the video more closely with the theme of Up, but also adds depth to the composition. Therefore, I created his model.

In Maya, after setting up the layout and lighting and finalizing the camera angle, I performed layered rendering for the two models.

The segment in Nuke.

  • 281124-Enhance the video’s appeal.

I hope to make the video more engaging by adding animations and creating more narrative elements. Through the movement of the models, I want the audience to discover an interesting story.

I created more animations for Russell to showcase his emotional changes.

The second version of the video

  • 041224-Continue refining the video

Add additional elements to emphasize the ending. Enhance the video with sound effects and refine it further.

Final result

  • Nuke node overview
Categories
VFX fundamentals

Nuke-2D Clean up-281124

Using the RotoPaint node, remove unnecessary parts of the classroom. Then, use the Tracking node to composite crack elements. Finally, unify the colors through color grading and add camera shake, transforming an ordinary classroom into one on the verge of collapse.

By flexibly using various tracking nodes, track the movement of the wall covering and composite crack elements into the scene.

Final result

Categories
VFX fundamentals

Nuke-2D Tracking-121124

By flexibly using various tracking nodes, track the motion of the phone screen and composite the screen content into it.

Node Overview

Final result

Categories
VFX fundamentals

Nuke-Rotoscoping-103024

Use the Roto node to separate the object from the background. Multiple Rotos are needed for a single object, and each Roto should contain multiple simple Bezier to set keys for Roto.

  • The head Roto consists of three Beziers.
  • The legs Roto consists of seven Beziers.
  • The arms Roto consists of six Beziers.
  • The body Roto consists of three Beziers.

Final result

Categories
VFX fundamentals

Animal low poly&Skeleton J-091024

In the process of model creation, topology is a crucial step. A well-topologized model ensures cleaner edge flow, preventing issues such as distortion or breakage. Additionally, reducing the polygon count helps decrease file size, achieving an optimized result.

Modeling

Rendered image

Skeleton Jack

Learned the basic knowledge of ZBrush software and its interface structure, became familiar with modeling operations, and created a simple bust of Skeleton Jack. Used ZBrush’s built-in material spheres to apply materials to the model and rendered the final result.

Create a sphere, use the Move tool, increase the brush size, adjust the shape, and use masking to outline the positions of the facial features.

First, shape the rough form of the body in Maya, then import it into ZBrush for detailed sculpting.

Rendered image

3D Printing Experience

I have always wanted to experience 3D printing technology. When I saw that we could book a 3D printing workshop on LCC’s Moodle, I decided to try printing this low-poly animal model.