Continuing with the project from term3 02

The story at the beginning is the character walking through a forest to the village. He looks at the small statue on his hand, then keeps walkinng to the village inside.

https://artslondon-my.sharepoint.com/personal/z_guo0120201_arts_ac_uk/_layouts/15/onedrive.aspx?id=%2Fpersonal%2Fz%5Fguo0120201%5Farts%5Fac%5Fuk%2FDocuments%2FCthulhu%20Project%2FStoryboard%2FFinal%2Emp4&parent=%2Fpersonal%2Fz%5Fguo0120201%5Farts%5Fac%5Fuk%2FDocuments%2FCthulhu%20Project%2FStoryboard

The link above is the initial version made by Yann. But Karl asked me to redo the animation and redesign some of the shots. Because the forest scene and village scene are separated in Unreal engine. There are no trees at the front entrance of the village, so it will feel weird when character look at the front then suddenly the scene jump to the village from the forest. And we also need to show how the character found the small statue and lead him to the village.

My idea is the character is walking on the forest, he saw a small statue on the ground. He picks it up. However, suddenly there is a light flashes before his eye, he raises his head and looking to his front, he is shock, because he saw a big village, he is right in front of its entrance. So it means when he held the statue, he travels through time and space to the world of the Cthulhu. I think this is the good way to connect two scenes together.

In order to save time, I just start to do the previs straight away without making the storyboard at first. First give a look down to the forest, showing the whole scene, the broken train, track, damage car and walking character.

Side view.

First person view.

He saw a statue on the ground.

He picks it up and look at it. (The statue can’t show in Unreal engine because

The scene in his eye has change while he is holding the statue, he is shock. Here I’m using Dolly zoom to show the startled feeling of the character.

He saw the village and stand up, he walks in and explore the village.

The final outcome:

Because Yann had the texture files of the chracter on his computure, and I don’t know how animation sequense work in Unreal engine, so I gave my files to Yann to do the rendering. But there is a problem with the statue, it can’t show on the Unreal engine. Yann didn’t know it either. Maybe because of the way of the constraint is wrong. Or I will try to learn how to export it as ABC file the try it again. So from 20s to 24s I used playblast to replace it.

Also, there looks bit weird while the character is walking, feels quite stiff. Then I started to review the process of biped walk cycle, I find out there are some mistakes that I made.

  1. I used ‘Roll’ to controll the rotation of the feet when character starts walking. This way will cause the knee pop. Also when I adjusted it on the graph editer, the curves are very unusual, this will cause many problems in your animation.

The right way is use the feet controller to rotate the feet, then use to Toe controller to rotate the toe.

2. When the character lift his left leg up, the right side of the hip should be going up as well. Because when he uses right leg to stand, right leg will be sustaining the weight of the whole body. So the Hipswinger controller should contrarotate when left leg lifts. However, I have done the wrong way in this animation. It will make the walk cycle looks very unsmooth.

3. The movements of the arms look so machanical. The lower arm should be moved in inertia while walking.

But I have ran out of my time, because I need more time to prepare my showreel for the campus recruitment in China. So I will fix those problems when I have time. And also I will pay more attentions on the future animation work.

Continuing with the project from term3 01

On the last term, I joined Karl and Yann’s Cthulhu project, we have decided to continue with it on this summer. My job is to re-design the storyboard and then using Yann’s character and Karl’s scene to create the animation for the first few shots.

Because of the whole project is has been wroking on Unreal engine, I will use a Maya plug-in called Livelink in order to do the animation and view it in Unreal engine at the same time.

First turn the Livelink UI on, add the root skeleton and camera.

Link them in Unreal engine.

import the character into the scene.

Create an Animation Blueprint, add a node ‘Livelink Pose’ into the blueprint, select ‘Root_M’ and link it to the output pose, give the Maya’s Skeletal animation data to the character on the scene.

Select the camera and give it a component ‘Livelink controller’, means import the data of Maya’s camera to the camera in Unreal engine.

On the Cinematics section, open the Level blueprint and add two nodes: ‘get player controller’ and ‘set view target with blend’, then import the camera into the blueprint. ‘Set view target blend’ is a function node, its function is to change the attribute of a module to another one. Therefore, I’m going to change the view of the player to the camera that I created.

After this, if I hit ‘Play’ in Unreal, and move the camera in Maya, the camera in Unreal will move the same way synchronously. So I can watch the scene in Uneral, and make the animation in Maya at the same time. The next step, it’s to make the animation.

Collaborative project: Asset 3

The next one is a small statue which is shows one the beginning of the story. It needs to be mysterious and creepy. So I found some references:

Through the discussion with Yann and Karl, they both like the left one:

So I started to create a similar one. I started with a ball in Zbrush, using various of brushes to sculpt the shape. In order to build the feeling of a human writhed painfully in the bondage, I made a screaming face inside a thin film, struggling in pain.

character modelling

For my solo project in term3, I was going to do a Attack o titan character animation base on the ziva muscle simulation, but I don’t have much time left for the solo project in this term, But I’m sure I will continue it in my FMP.

Here is the original asset, it’s a very realistic anatomy

I adjust it to a titan size, small head, long neck and arms.

face modeling:

learning Ziva muscle simulation

Set these bones as ‘ Bone’.

Then it comes with a solver:

Select a piece of muscle, set it as ‘Tissue’, then it become:

tet mesh
tet size is adjustable, lower size can get more details, but it depends on the topology of the ‘Tissue’
connect the bone and tissue by ‘attachment’

hit play

looks bit soft, then we can change some setting here. By adjusting some values, I can make the tissue more harder and won’t swing too much.

quick select tool:

Muscle fiber and Action line:

the red lines on the surface are the muscle fiber

if the fiber directions are uncorrect, we can paint the fiber to fix it

After that, we need a curve to drive the muscle contraction, so I click the Create the Line-of-action Curve to generate a curve. Then using Rivet to bone to connect the curve to the bone.

select muscle and the curve then click the Muscle line-of-action.

collaborative project: Assets 02

The next step for this church is to adding more details. Karl wants to make anything looks as realistic as possible, so I need to bring to files to Zbrush to create more details.

It’s my first time to do the building modeling. There is video I found very helpful:

Making those little cracks and breakages was taking me so long to finished. Even though I don’t need to do that much, I still wanted to make it looks better.

However, after I finished, I found I have made two big mistakes. One is those cracks was made too deep, it caused some problems on the normal map when exported. Also when placing the normal map on sub-level 1 model the cracks will be getting blur and dark. So I have exported the model in sub-level 3 to make it looks better, but it increased the polymesh counts.

The second mistake is I have split the polymesh group into different parts in order to do the sculpturing more easier. But I didn’t noticed spitting the polymesh group will remove the UV. I found it out when I tried to export to normal map, it was blank.

So I have to fix it by projecting the details or sculpturing it again. Then I exported the AO, displacement and normal maps to Photoshop to fix the details. The whole process took me 2 weeks to finish.

collaborative project: Assets 01

For the term 3 collaborative project, I have chose to work with Karl and Yann. I’m very interested in Karl’s idea, the theme is about Cthulhu, he wants to create a real-time animation in Unreal engine to show this theme. I really like the myth of the Cthulhu, and I’m also very interested in Unreal engine, I wish I can learn some knowledges and the production process about the UE4, so I joined their team.

Karl has already made the storyline:

The explorer discovered an abandoned village. The village was obviously abandoned for a long time. The interiors and buildings in the village have some elements of Cthulhu culture. There is a church in the village. The church has obviously been remodeled, and the gods once believed in are shattered, replaced by a statue of a terrifying Cthulhu monster, and the body of worshippers in the church. The explorer walks to the back of the church, and a strange sound comes from the dense forest. When he pushes aside the bushes, there is a huge eye oncoming him.

So I just need to find some references as he required.

My first job is to create a big church, it needs to be a catholic cathedral. Because the main scenes are mostly happen in the church, and there will be a giant Cthulhu statue inside. The church should be big and stately.

Therefore I started to looking for some free sources of church models. However most of the church assets online are scanned models which can only be view in distance. Finally, I found a almost 1:1 model of Notre dame, this is a huge file with lots of polymesh around 300 million faces. And my job is going to reduce its polymesh count and make it doesn’t look like a actual Notre dame.

This file looks perfect but there are so many overlapping surfaces between the mesh, It’s so hard to clean them, it’s painful. But I chose to stick with it, I spent some time dividing into several parts, like root top, spires, walls windows, doors etc. It will be more easy to edit and Maya won’t crash.

Then I do some damages on the root top, I made a big hole on the top showing that there was a huge monster crushed the church roof to outside. Finally I added some details by inserting the damage rebars on the root top.

In order to make some differences. I made the towers more higher and add more spires, deleted some prominent structures to make it doesn’t look like Notre Dame.

Because in the story, the character will be open the main door of the church, the camera will show the whole scenes of the front door, it requires more details. Therefore I need to arrange its UV into more quadrants to let high resolution texture map can be shown perfectly. The UVs of the rest of the parts on the top will be simply merge into the first quadrant. Because we can only see them in distance.

On the last part, I wanted to add more elements of Cthulhu on the front door. I found a skull head of Cthulhu, it’s exactly what I want, I placed it one the middle of the wall.

I’m inspired by the pictures of Cthulhu lamp, I found a tentacle model and make it higher taht can hang a lamp.

The last step is make the door looks like wood door, just extrude the mesh little bit. Then I was looking around some pictures of the church door, I saw there ware always some metal patterns on the door. So I found a picture of Cthulhu logo to make the pattern.

character improvements

In term3, I’ll still continue with my term 2 project, but I’m not going to do any animation on the last story, I will fix some rigging and modeling problems of my character, then do the texture maps, finally I will do the animation of character’s skill show like the Play Of The Game in Overwatch.

texture map:

skin
mechanical arm
cloth

Render: