Video Showcase Reflection I really enjoyed the process of exploring the different ways to create VFX. I liked experimenting with the various settings, as well as setting up the environments for them. The process of post-production was quite fun, I enjoyed compiling the sequences together and editing transitions between them and seeing the overall project … Read More “Final Production Piece” »
Category: Year 2
Compiling Sequences Editing Adding a fade to black between the two clips. Animations Once I had finished drawing each frame, I imported the PNGs into Adobe After Effects and exported as an animation. When rendering my animation, I noticed that the rendered animation does not export with transparency; to fix this issue, I updated the … Read More “Post-Production” »
Camera Mapping Mixamo In order to create my music video, I need two characters to star in the production. After looking on the Mixamo website, I didn’t think any of the characters provided fit the style that I was intending; therefore, I tried looking on different websites for 3D character models such as Sketchfab. After … Read More “Camera Production” »
Visual Effects Space Dust The first particle system that I will create is the Space Dust. To do this, I followed a YouTube tutorial published by Gono, 2022. Within the Space level, I created a niagara system and selected ‘Hanging Partculates’. Within the Niagara System popup window, I selected the overview node and adjusted some … Read More “Creating the VFX” »
Setting the Scene Space To begin with, I started with the first scene that’s set in Space. To do this, I followed a YouTube tutorial (I See 3D, 2021) and downloaded textures (SolarSystemScope, 2019) which contained Earth, Clouds, Moon and Stars. Within Unreal Engine, I created an empty level and created a sphere within the … Read More “Production Notes” »
Video Showcase Rendered Images Orthographic Wireframe of Topology Reflection and Review Throughout the 3D Character Design module, I struggled a lot using the new software provided for us. I enjoyed experimenting with the different brushes in ZBrush, but found the software quite difficult to use when sculpting the desired design that I wanted. When it … Read More “Final Production Piece” »
Substance Painter When importing my model into Substance Painter, I came across an error that merged my UV Maps together; this made it impossible to paint over as the UVs all overlapped. I tried many different attempts with different export settings, but none of them worked; therefore, I decided to export the objects separately from … Read More “Texturing & Rendering My Character” »
To export my model from ZBrush to Maya, I must use the ‘Decimation Master’; this tool allows the user to reduce their polycount of the model without losing too much detail. Depending on the percentage of decimation, I am able to decrease my polycount before exporting it to Maya. To begin with, I pre-processed all … Read More “Retopology and UV Unwrapping in Maya” »
Creating a Blockout To begin the blockout, I followed the tutorial to create the basic shapes of anatomy. I started with the head by inserting a sphere and adjusting the shape with the ‘Move’ brush. By altering the size of the brush and enabling symmetry, I was able to create a head shape for my … Read More “Character Modelling in ZBrush” »
Character Research & Design Ideas When beginning this module, I first decided that I wanted to create a person. I was struggling with initial ideas, so I decided to experiment with a character I had created from my Scriptwriting module. The basis of my character is a regular painter, but because I needed the character … Read More “Generating Ideas Informed By Research” »