Week 5: The scene production process in UE5 (1)

This week’s task is to create all the scenes and layouts in UE5, which is a process of building and integrating all the scenes to make the entire scene look more complete. I also need to learn how to create ocean scenes during the process.

Based on the learning of this video, I created a basic ocean scene in UE5 and continuously adjusted the parameters to achieve my expected results and visuals. This is a process of learning and continuous feedback.

First make a body of water, including the land part in the middle and make adjustments. The experience after many creations and simulations tells me that it is necessary to also create a land section, otherwise the height of the sea level cannot be displayed, and the sea surface cannot be seen to be simulated.

Based on the reference image of the ocean I found, adjust the color of the water surface to make it more like the depth and color of the ocean.

Then, I adjust and test the amplitude, frequency, up and down fluctuations, wave size, and wave angle of the simulated water surface until I achieve the effect I want, as a simulation that is more like the sea.

Then, I imported the snow mountains that I had previously done on Gaea into the scene, as well as stacked and placed some rock blocks, which came from the UE5’s built-in quixel bridge.

Then, we will import the houses and blank shaders previously made in Maya into this scene, and test and add some matching materials and nodes. Then add some plants around the house to make it look more natural.

This week, the preliminary basic modeling work for the second scenario was completed.

Week 4: Scene production process

My main task this week is to create four scenes, the most important of which are the first and second scenes. because these two scenes are relatively complex and difficult. First, finding materials and references is the most important.

In the process of creating scene models, I used software such as Maya, Gaea, UE5, and Substance painter.

Snow Mountain model

The first thing I completed was learning about Gaea and creating snow mountains. Gaea is a new 3D software for me, and its main function is to create realistic models of mountains and canyons, which is very suitable for the needs of my project. I have learned the use and function of various nodes in this 3D software, because it mainly generates various landforms through nodes and parameters, and then I created the basic model of my snow mountain without any textures.

Wooden house model 1 for the first scene
Wooden house model 2 for the second scene

Then, enter UE5 and proceed with scene construction. For some scene models, I will first create the models and textures in Maya and Substance Painter, and then import them into UE5. The export steps are particularly important, and many times the export was not the result I wanted, so I kept trying and researching, repeating the previous steps, in order to achieve the results I needed.

Hoe model
Bike model

Because I used to frequently use Maya and Substance painter to model and create textures, it would be more time-saving and easier for me than making them in UE5.

Week 3: Character model production

In the part of character development, I plan to create two main characters, one is a young person character model and the other is an elderly person character model. The model is carved and shaped by selecting reference images.

Before carving the model, the requirements for the front and side faces of the reference image are very important. By carefully observing the appearance of the reference character, I can better sculpt the character model I want.

Firstly, based on the reference image, carve a rough head model in ZBrush using clay, and then import it into Maya for topology and adjustment.

When expanding in Maya, it is necessary to pay attention to the wiring specifications and quadrilateral surface rules, otherwise there may be problems in the subsequent character making process.

The second role also follows the same steps. After completing both head models separately, import UE5 for facial capture. This is also a crucial step in generating a character’s body.

In UE5, this step may be tedious and difficult to understand, but I understood it while learning and making.

Then I entered Metahuman and continued to create the body part, which is the part that Serra taught us. We made the final modifications to the character’s facial features, hairstyle, face, upper body, lower body, etc. This will help me better complete the character model.

Reflection: Sculpting character models is the most time-consuming, complex, and important part, which can affect all subsequent character modeling processes. So I need to be very careful and hardworking. I have to use a digital board to carve in ZBrush, which may take me almost a week to complete the model modification, but it must be done well.

Week 2: Preliminary design and planning

Preliminary design:

The preliminary design includes: Character design, Scene design, and Prop design.

Character design:

I’m going to design two characters, one for the main character and the other one for the main character’s grandfather.

I searched online for some reference images that are similar to my ideas about my animation, which can provide me with great help and reference value, and have played a good auxiliary role in my subsequent modeling work.

reference picture 1

The first character, I want a similar main character reference, just like this reference picture, is a young, thin and honest person with two eyes that are very charming.

reference picture 2

The second character, I want to describe an elderly person with life experiences, as the grandfather of a young man. He is an elderly, kind, but strong and energetic farmer.

Scene Design:

Scene 1: Rice field, flat road in the middle, rice field on both sides

The first scene, as the first scene to bring into the plot, is a village at the foot of a snowy mountain with wheat fields and wooden houses. This is my inspiration from traveling to Switzerland, and I think it is a very beautiful scenery.

reference picture

Scene 2: Swiss lake house with snow-capped mountains behind it

The second scene is also the inspiration I gained from traveling in Switzerland. The Swiss lakes and Alpine snow mountains complement each other, forming a very beautiful lake view. I think this is the place where I can open my heart, and also the place where the protagonist can open their heart.

reference picture

Scene 3: Earth and Space

I want to express the passage of time through the changes from day to night on Earth. Every day, from day to night, and from night to day, time passes by rapidly.

Scene 4: Black Hole

The black hole symbolizes the end of all destinies; it is the end and it is also eternal.

reference picture

(4 Scenes)

Props: Bicycle, hoe, house, snowy mountains, earth, black hole, etc.

These are the props I want to use in the scene, and according to the needs of the plot, play the role of these props.

Week 1: Preliminary ideas and references for FMP graduation works

Preliminary idea

I started planning to create a complete graduation project on my own. I know this is a big project that takes a lot of time and thinking, and can only be done well if you put your heart into it.

The initial theme of my script is the transcendent relationship between human beings and time and the nature of the universe. The simplest purpose is to find something, the meaning of life, or to find a way out, self-worth, and the way forward.

The following is the content of my presentation, which is my initial exploration of my own animation script and the selection of reference scene pictures and styles. (Some parts of the script may be adjusted and changed later during the production process.)

Obviously, the Interstellar(Nolan, 2014) film was a great reference for my final product, and there are many scenes and images that can be referenced and inspired for my design process as well.

Week 20: Summary and Reflection

This is my Final Animation work video:

Animation work for Week 11-14

Animation work for Week 15-19

Reflection: I learnt that it’s always better to try to do your best with an animation even if it’s relatively short, rather than doing a longer animation but not doing it well.

Project 2 Preview:

https://vimeo.com/836369548?share=copy

Black holes symbolize fate, and everyone cannot escape a predetermined fate. Can we change our own destiny? We are artists who can create existence.

Reflection: There is no best animation work, only by constantly listening to suggestions, receiving feedback from others, reflecting on one’s own animation work, and constantly adjust and modify. Ultimately, people can achieve satisfactory animation work.

Week 19: Acting Polish

Sessions with George

Based on the feedback provided by George last week, I remade the reference video and created a new blocking. In class, I received more new feedback from George, which was very helpful for my animation production, mainly including adjusting the details of the arm animation, modifying the bending of the upper body, and the details of the mouth speaking action.

SyncSketch Link: https://syncsketch.com/sketch/NjNkZDA4ZDY0/#/18153407/18831716

The process of feedback:

Feedback: Changing the clenching posture of the right hand to a holding posture is more reasonable
Feedback: the position of the right hand can be moved slightly to avoid looking like you are eating something~
Feedback: The posture of the mouth should look more like a red mark when saying the word “see”.
Feedback: The posture of the mouth should show more teeth when saying the word “this”
Feedback: the posture of the mouth should look like the red markings, the movement of the face with the nose reference point, George gave me a better series of movement tracks marked in red dots
Feedback: The arm position has been changed to a lift position and slightly separated
Feedback: The position of the arm marked in yellow is more suitable for this action
Feedback: The position of the arm marked in yellow is more suitable for this action. The mouth should not be too big when saying “a”, make it smaller
Feedback: The position of the arm marked in yellow is more suitable for this action.
Feedback: The position of the arm marked in yellow is more suitable for this action.
Feedback: The mouth shape of the speaker should be open like a red mark
Feedback: The position of the arm marked in yellow is more suitable for this action.
Feedback: The position of the arm marked in yellow is more suitable for this action. The mouth should show more teeth when saying ‘amazing’
Feedback: The head should be turned around so that more faces and eyes can be seen
Feedback: The waist and chest of the character’s upper body are twisted incorrectly, corrected to look like yellow markings

George provided me with very detailed feedback, so that I can understand the rationality of each action well. The naturalness and realism of animation actions are crucial.

This week’s task is to continue to modify my animation to make it look better and more complete, based on the detailed feedback given by George.

Part of Project 2

The progress of Project 2 this week is to create animations and camera shots, and learn to render settings and export videos in UE5.

To render sequence frames in UE5, I first need to open a specific plugin.

Set a series of rendering parameters to achieve higher rendering quality

This is a tutorial video I learned about how to render in UE5

Waiting for rendering results

Import PR for video editing and adding sound effects

Summary of this week: This week, I learned how to create animations, set sequence frames, and export high-quality sequence videos in UE5. This is the post production work, very meaningful and necessary steps to complete the finished product. In the end, I exported a complete preview video.

Week 18: Select a new reference action

Sessions with George

This week in George’s session, George analyzed the need for more upper body movements in my animation. George provided me with feedback and assistance, and ultimately provided new examples and ideas for action reference.

Feedback: Don’t shake your body too much. Adding more hand and upper body animations would be better. It is recommended to record a reference video, but reduce your speaking time by half.

George provided me with four more suitable reference video actions.

I recorded a new reference video including upper body animation and sent it to George on weekends. George quickly gave me feedback and suggestions to help me shoot better reference videos and create blockings.

Here is the new reference video I recorded and began making blocking.

This is my blocking and trying to create a spline.

Part of Project 2

The progress of Project 2 this week is character creation, and I am also using the MetaHuman creator that comes with UE5 to create character models through software programming and matching materials.

Exporting character to UE5 through a specific method and matching bones and binding is a technical task. I learned and tested through tutorial videos to understand the sequence of steps and logical principles.

Summary of this week: This week, I learned how to create character models in MetaHuman Creator, then import them into UE5 through special methods, and match them with bones and bindings to facilitate the need for animation in the future.

Week 17: Acting Blocking

This week George fell ill, and Marianna came to give us a session. The main content of this week was dialogue shots, focusing on mouth synchronization and learning how to create animations for the mouth, understand sounds, vowels, and phonemes. She explained how to create facial movements and demonstrated to us how to better create keyframes.

Part of Project 2

The progress of Project 2 this week is to create a black hole in UE5, which is very difficult and the biggest challenge I have encountered. I spent more than a week learning and researching how to create a black hole. I put a lot of effort into completing this part.

In UE5, a black hole is not a physical model, but a shader made up of a series of nodes, making it very difficult to make. I tried connecting more than 24 nodes. It is important to be careful not to type the name of the node incorrectly. It took me a long time to identify and solve this problem during the production process, and finally achieved the current effect.

In UE5, the connection of nodes and the adjustment of parameters are crucial. Each adjustment will have different effects and changes, and it needs to be tried repeatedly until the desired effect is achieved.

Summary of the week: This week I learned how to make realistic black holes in ue5, break through a very big challenge and spend a lot of time and efforts to complete such a beautiful scene that makes me feel very achievement.

Week 16: Acting Blocking

This week is feedback from reference videos and blocking

Facial reference video and blocking:

This is my initial facial reference and blocking, and this week’s progress is to continue modifying the blocking and reflecting on myself.

Part of Project 2

The progress of Project 2 this week is to create the second scene that I planned. Through the YouTube tutorial video, I learned how to create a Earth model and texture myself.

First, create a sky atmosphere

Step 2, try importing the map of the Earth and the map of the atmospheric cloud layer

And then connect the nodes to create the material, It should be noted that it is necessary to create a map for the Earth’s shadow part, so that there is light in the Earth’s shadow part and a more realistic effect can be achieved.

Add some special nodes to enable cloud mapping to move around the Earth, resulting in a more natural effect

Finally, adjust the lighting to check the overall effect of the earth

This week’s summary: I learned how to make a more realistic earth model in UE5 this week, I gained a lot of knowledge and became more proficient and familiar with the use of UE5 materials and textures.