All posts by Justine Chung

3 Sides Project

Planning

Moodboard

這些是我的moodboard我這次的主題想以昆蟲為主,因為我很喜歡這些帶點玻璃質感的翅膀。我想到了我做的一個夢,就是一個飛蛾在劇院中的場景。我認為如果能將這個場景重現,應該效果會不錯,因此我以這個想法為首選開始尋找參考圖。我希望這個劇院會有些教堂的風格,那種神聖的氛圍。我想將飛蛾的翅膀打造成彩繪玻璃或是半透明的質感,讓整體氛圍更加神聖。

這是我後來想到的第二個想法,因為飛蛾代表著蛻變,因此就讓我想到了倫敦的地鐵。倫敦地鐵獨特的設計讓許多車站都呈現圓弧形,使我與飛蛾的蛹產生了聯繫,我想像一隻巨大的飛蛾被困在一節正在前進的地鐵裡,主角在一個似夢境似現實的車站裡行走時,緩緩駛入車站,製造那種被困住的窒息感和窄小空間中的壓迫感。

但我後來並沒有選擇這個想法,而是第一個,因為我想製作一個能傳遞更加正面和複雜情感的場景,而由於第一個場景我有非常清晰的畫面,因此我覺得會更適合這個作品。

Concept Art

這是我在繪製concept art時突然有的想法,我在從學校回家的路上時看到了馬路中間有個長相特別的攝影機,遠看有種鳥類的感覺。讓我有了個科幻末日的場景,想像世界已經末日,倖存的人類被這些類似機器人的生物們監視著,只能過著東躲西藏的生活。但由於這個想法不夠完整,我最後並沒有選擇。

Story and Meaning of My Scene

這個作品我想表達的想法是一種一個人對於心理層面的改變所展現的追求。我將場景選為音樂廳是因為音樂廳表現的是一種連結,在觀看戲劇時,人們大多都穿著得體,安靜地坐在座位上。但眼前所展現的卻是完全不一樣的世界,這個世界可能有著混段的情感和悲慘的故事,也許能讓人們更了解了那些被藏在大眾目光外的痛苦或者對自己的生活有了不一樣的看法。

就像悲慘世界這個作品,我看完後先是覺得這是一個極度悲劇和兩敗俱傷的故事,但是就在演員出來謝幕時我感受到了一種也許陰影後永遠都有陽光,帶有點希望的感覺。就像其他類型的藝術一樣,戲劇透過舞台和表演把觀眾帶到另一個世界裡。而對於場景的另一個主要角色,飛蛾,我想到將放大的飛蛾和場景融合,製造出一種超現實主義以及夢境般的感覺,因為飛蛾是夜行性昆蟲,因此跟夢境更有關聯。而飛蛾在普遍人們的認知中其實都沒有很好的意義,它代表著死亡和盲目追求,但同時卻又代表著蛻變和奮不顧身的追求光明。這樣何嘗不是與戲劇院互相呼應的想法,想像在一個奇幻的、有著巨大昆蟲的世界中,飛蛾也在迷茫的追求著自己的火,透過劇場這樣一個能表達情感起伏的地方,遇到了視為天真和純潔的代表的小女孩。他們不停的嘗試對這個世界多點了解,也許飛蛾在小女孩的視角中就是一個她天馬行空的想像和夢境,而對飛蛾來說小女孩就是它所追求的平靜和光明,或者那個它具體想追求的情感。而我也在飛蛾的翅膀上以及天花板等地方用彩繪玻璃的質感打造出彩色的光線,這個想法背後的意義是因為我認為彩繪玻璃像是由不同的顏色的碎片拼湊而成,那些碎片所代表的意義就是角色情感和自我追求的複雜性。

Character Design

這是我飛蛾的設計圖稿,主要參考的是這兩張圖片。我很喜歡左邊這種毛茸茸的材質,以及右邊這種昆蟲的翅膀。由於這是一個幻想世界的角色,因此我並沒有參考現實中飛蛾的顏色,而是以有點夢幻的藍色、粉色以及綠色調為主,在棕色的基礎上增加些其他顏色的毛髮。由於最後會是個近景,我也想讓它的眼睛更為特別,我希望有種反射出星空、虛幻的感覺,我應該會增加些emission 來讓這隻飛蛾局部發光。這個角色由於我對於rigging不熟悉,可能不會讓它移動很多,但我希望能製作出一種緩慢抬頭出現的感覺,強調小女孩和飛蛾之間大小的對比和落差感。這樣的對比可能會將夢境的感覺展現的更多,因為現實中飛蛾是比人類小很多的,而在這個世界中是完全相反。

Rig – Kayla by Josh Sobel

這是我所選擇使用的Rig,由於這次時間的緊迫性,我沒有機會製作自己的角色,而且我認為我對於這個方面的知識還不夠多,我希望能在通過之後的練習後能rig自己的角色。我選擇Kayla作為我的角色的原因是她小女孩的形象符合我的場景想像,而且她有許多骨骼可以讓我使用,做出許多的動作和表情。只不過由於角色是比較卡通的風格,我需要調整我場景的texture來讓兩者融合得更好。要達到這點,我想的是將場景的材質用比較卡通的方式繪製出來,而不是使用非常真實的材質。

這是我想將這個rig重新塗上的顏色,我認為原先的顏色太過於鮮豔,我想讓顏色上比較低調和少點飽和度,因此我選擇了黑色做為她的頭髮。為了增加點對比,我將她的髮箍和鞋子改成橘色,而衣服和褲子是比較深的褐色和紫色。我認為這樣的改變能讓她更好的融合進我的場景裡。而眼睛的顏色我並沒有改,還是原先的藍色,因為我覺得這個藍色跟我場景的光線可以產生反射效果更好。

Storyboard

這是我的storyboard,其實我一開始在繪製時有些苦惱,因為我那時候對於鏡頭的角度還不是很確定,但是由於我認為先把故事繪製下來會對於作品的製作更加重要,所以我選擇先畫了第一個版本。但在經過多方的角度嘗試後,我發現有更好的鏡頭角度,因此我重新繪製了第二個版本,我對這版本比較滿意,我也大致上畫上了我想要的燈光效果以及每個場景所發生的事情,這樣我在製作動畫時就能更好的對照。

First Version
Second version (final Version)

Assets List

Characters:
The moth
The Girl

Environment:
Chairs
Balcony X12
Stages
Doors2
walls 7
frames
curtain (small) X12
Curtain (Big) X1

Sketches

我本來在製作場景時發現要單靠想像製作出一個空間很困難ㄝ因此我繪製了我場景裡需要的畫面的草稿,來給我自己當作參考。而這個方法真的加快了我的製作速度,因為我會更知道這些東西應該長什麼樣子。例如舞台,這是場景中很重要的部分,我參考了很多音樂劇的舞台,我想要它有點自然和魔幻的元素。顏色可以比較多元畫一些,我想以金色白色和藍色為主,比較低調但奢華的顏色。入場的地方的燈我就想用圓球當作燈,因為我認為這樣很有種奇幻森林的氛圍,跟我的主題和場景比較搭配。

Research

Trip Inspiration

這些是我在聖誕假期的旅行中獲得的靈感,第一個是我在紐約Radio City觀看音樂劇時所拍攝的圖片。我認為這個場景的光效和形狀與我的場景很是相似,我也在我的場景中嘗試了類似的光線,但後來還是選擇用彩繪玻璃的光線顯得更為生動。

這是我在紐約JP Morgan圖書館所拍攝的圖片,我很喜歡這個圖書館的設計,他地毯、牆壁和天花板的圖騰都給了我彩繪玻璃和其他圖騰設計很多靈感,我也想過掃廟些圖騰想將它作為texture使用,但我不知道如何去除陰影和過於曝光的部分,因此只好放棄這個想法。

Gallery/museum Visit

這些是我去紐約Natural History Museum 時拍攝的。這個館都是以昆蟲為主,因此對我的主題很有幫助。有許多真實的蝴蝶和飛蛾、以及一些標本及照片。這些資訊對於我的場景都很有幫助,雖然我的角色是飛蛾而不是蝴蝶,但我可以從中獲取一些patterns的靈感,來給我的場景增加更多細節。而那些飛蛾有關的則是對我的模型和紋路幫助很大,能看到真實的飛蛾能讓我對於這個生物有更多的了解。

這是我在Natural History Museum中的蝴蝶館中看到的皇蛾,我真的被它特別的翅膀和花紋所震驚,真的很像一條蛇。

Artists/Works Inspiration

Call Me By Fire

這是我非常喜歡的一個來自中國的音樂節目,而這個節目有一個很大的特點就是它的舞台設計都很符合歌曲意境,燈光設計也很漂亮。我在觀看這個節目時獲得許多有關於燈光方面的靈感,因為這些舞台燈光是我希望我的場景能擁有的,跟我音樂劇院這樣的場景設計很符合。

這兩種燈光是我一開始想要使用的,主要光源是黑色而橘色則作為輔助光源來照亮重點。但是我後來認為這樣會顯得有些單調,而且我的角色會因為光源不足而沒辦法被看清楚,這樣我的動畫就比較難被觀眾理解。

這兩個舞台的燈光給了我靈感,也就是我最後選擇的藍色和橘色的燈光。因為這兩個顏色有很大的反差,我在這個節目的舞台中發現這樣的打光很好看,也不會讓黑暗中的部分完全看不見。

Modelling

Blocking – Scene

製作這個場景的第一步就是blocked out the scene,我照著我的想法和草稿大致上將場景擺出來。我使用了MAYA系統裡內建的人來當作對比,想製作一個符合現實的場景。但後來發現其實對於我這個project來說這樣其實沒有必要,這反而增加了製作的難度。因為我場景過大,我的檔案也太大,導致於我在運行MAYA時有時軟體會crashed,甚至失去我正在做的部分。因此我下次可能還是會依照著嘴基礎的網格周圍來建造,避免同樣的情況發生,也減少對我電腦的負擔。

Blocking這個部分很重要,因為我可以了解每個物品大概需要的位置,以便於我之後的戲化過程。我希望我場景最重要的部分是舞台以及進門的區域,由於動畫的鏡頭的關係,有些場景的部分可以省略,我為了控制檔案的大小一樓和三樓部分的看台我並沒有製作,而只製作了能看得見的二樓部分。

Pillar

製作pillar的方式是我在tool kit課堂上學習到的技巧,我認為非常有用和方便。先用curve在我已經畫好的草圖上繪製出一半的圖形,然後用surface中的___功能將形狀製作成一個完整的polygon。這個功能雖然方便,但也需要經過不停地調整才能得到我想要的形狀。其中一個柱子我希望他有些凹陷,但是我卻一直沒辦法很好的做出那個效果。由於這個柱子在最後的動畫中並不會很明顯,因此我放棄將它做到完美的狀態來節省時間。但我希望我之後能夠學習怎麼樣製作出好看的柱子。

Xgen

這是我用來製作飛蛾身上的毛髮所使用的Maya內建的系統,我本來以為會很困難,但學習完後我認為是一個很好用也很好玩的功能,我現在只學會了基礎的部分,我希望之後能學習更多的部分。製作這個毛髮需要先在mesh上面新建一個XGEN interactive groom,並且通過右側調整數值來改變毛髮的長度、密度和粗細。我覺得最有趣的部分是用上面的Xgen工具來梳理調整毛髮,讓整體看起來更自然。

我在製作時由於當時使用的電腦無法很好的負荷MAYA,因此在我製作時我選擇將我的飛蛾放置到另一個檔案上來製作。但當我將毛髮都製作完畢時,我才發現我並沒有將大小調整好,而Xgen Interactive groom系統並沒有辦法讓我放大。因此我在查詢資料過後發現可以將Xgen轉為polygon,這個方法最後對我幫助很大。我先在我的xgen description底下新建一一個Line wire,然後重新將毛髮梳理出來,然後直接轉為polygon。這樣不僅讓我的電腦運行速度變得比直接使用Xgen時快,我也可以隨意的縮放這個polygon。

Patterns

由於我場景中有很多balcony 的部分,為了讓這些欄杆的部分看起來更華麗,我想製作一些花紋來增加立體感。我製作這些花紋的方法是透過Create polygon這個功能,我先繪製出這些紋路的草圖,並且用顏色區分每個部件,這樣在製作完成後我就能將他們組裝成一個立體的圖案,因為我覺得單純平面的紋路有些無聊。用create polygon繪製完後,我會用extrude功能將它拉成立體的。但是我遇到的問題是這些花紋製作出來後邊緣看起來太過尖銳,我想用bevel功能將它修整,但因為這個圖形的排線方式讓他沒辦法被bevel也沒辦法smooth。為了解決這個問題只能用手動排線的方式讓這個形狀合理化,在smooth或是bevek它。但由於這個動作需要花太多時間,因此我只完成了一小部分,而剩下比較微小的區域我則讓他保持原樣,並通過材質和燈光的調整讓它在動畫中不被看出來。不過這也是我之後需要學習解決的問題。

UV Unwrap

這次我所練習到UV unwrap的機會比較少,因為我大多的材質都不太受UV影響。但是我也對每個mesh做了些UV上的調整,讓它看起來更為整潔。這兩個圖片是我在UV unwrap牆壁時的截圖,因為我需要移動這些花紋到合適的地方,讓材質的接口不要顯得過於突兀,所以我將切口切在牆壁邊,這樣即使材質被切開,也不會看得出來。但由於這個材質是我自己繪製的,我沒有想過物體的大小,因此在調整材質時,常常會出現很突兀的邊匡。因此之後我選擇不用這個材質,而是重新繪製一個。但是我也過練習了解到UV unwrap真的能增加場景的整潔度和最後作品的美觀,我這些物品都是比較間單的,在uv unwrap這個步驟上並不是很困難。

Texturing

Painting

這些是我為了我想擺在場景裡牆上的畫,我是用Procreate繪製完成後在導入到Maya中作為texture來使用。我希望能透過這些畫作來給觀眾一些有關於我最後動畫中的驚喜的線索。

這兩個畫是比較多隱喻的,左邊的少女是我設想的故事中的一部分。我想像在這個小女孩到來之前,很久以前已經有一個女生來過並且遇到跟她一樣的事情。就像是被飛蛾選中的這樣,她可能是這個音樂廳的主人。而右邊這幅畫則是火焰的模樣,在中文中有個成語叫做飛蛾撲火,意思就是飛蛾會義無反顧的撲進火裡,因為它的趨光性,但這也造就了他的死亡。這也常常被解讀為一種盲目、固執又不計後果的追求,使得飛蛾一直以來都有些負面的解讀,而且跟火焰息息相關。因此這也是一個對於我最後出現的主角——飛蛾的一個暗示。

Substance Painter

Stained Glass

這是我一開始就想製作的其中一個光效之一。我一直很喜歡教堂中的彩繪玻璃和它透出的光,給人帶來一種柔和神聖的感覺。因此我決定將它加入到我的作品中。而一般情況下音樂廳是不會有這樣的光線的,但是由於我的場景其實一種類似於夢的環境,在夢中常常會出現一些不合乎常理的事情,我想表現出那種超現實和拼接的感覺。在一個音樂廳中出現一個巨大飛蛾和彩繪玻璃都不是正常世界中會出現的場景,反而會有些詭異和不合常理。由於這個彩繪玻璃是要被投射在地面和角色身上的,因此我想將它會製成更複雜和有豐富顏色的圖案,這樣以光線的效果來說會更加有趣。而圖案我還是以飛蛾的形狀為主,以及一些自然元素。我也使用了很多碎塊拼成的圖案,製造出那種拼接玻璃的感覺。

Lighting

Overall Lighting

我場景的主要光線是以藍色調為主,因為我在許多圖片中發現很多舞台燈光都是有著很強的反差色。我最喜歡藍色和橘色的組合,因為藍色會有種神秘冰冷的感覺,而橘色則會帶來溫暖和強烈的視覺效果。因此我將場景燈光設置為按藍色,但更加偏綠一些,而燈光則都是以暖色、局色調為主。

Stained Glass Lighting

這是我第三幕中的最主要光線,就是透過彩繪玻璃透出的光線來將觀眾的目光集中到中間的飛蛾身上。我將我繪製的彩繪玻璃圖片放置到一個plane上面作為texture並且將它的specular 和transmission都放置上這張圖片,讓這個plane呈現透明但卻有圖案的狀態,更加符合真實的彩繪玻璃。我放置了總共四個spotlight在彩繪玻璃後面,朝向不同的方向。我本來只有一個,但我發現光線會過於單調和方向太過一致,我想要我的翅膀也能透出光線,因此我才決定多複製幾個。而這些spotlight都有不同的數值,中間的那盞為主要光線,所以最強,而旁邊則都是輔助效果,我將exposure調低。為了集中光線,我也用一個球體並且照著窗戶的大小開出了一個洞,讓光線能剛好透過洞打進場景裡,更有種陽光照進室內的感覺。

Camera

Animation

Rendering

Editing

Lip Synch Elective

Soundtrack Brainstorm

This was the exercise we did to decide which soundtrack to use for our animation. We listened to several soundtracks and wrote down the ideas that came to mind while listening. I believe this was a valuable exercise as it allowed me to practice my creative thinking skills and capture initial ideas that could serve as inspiration for further idea development.

Transcript

The soundtrack I ultimately chose was number 3 because it resonated with me the most and evoked the strongest imagery. The first scene that came to mind was the two main characters communicating while a third character was heard eating in the background, to show some connection with the soundtrack.

I felt that this would create a strong contrast in the atmosphere. Since the sound file sounded like an adult and a child, I thought setting the story in a school would be appropriate and add more context.

My chosen audio: 3

A: What kind of food do you have to eat to have a baby?

B: it’s just dinicone really.

B: Carrots, any vegetables, and then a mix it with gravy and eats it.

B: (pause)

B: and then you can have bread and something, but you got to have bread every day if you want to get baby.

Final transcript:

A: What kind of food do you have to eat to have a baby?

B: it’s just dinicone really.

B: Carrots, any vegetables, and then a mix it with gravy and eats it.

I chose to delete some sentences because our project called for 10-15 seconds of animation and this speech is 21 seconds long. So I decided to cut the speech short, but I also took care to break the sentences so that the whole dialogue made sense.

Moodboard

This is my initial mood board, which shows my preference for non-human creatures as the main characters in my story. I initially favored using animals for two reasons. Firstly, I have a personal love for animals and I believe they can bring a comedic element to the story without being too scary, unlike the part where they eat other animals in my plot. Secondly, I thought that drawing animals would be slightly easier for me in terms of my style and level of difficulty, reducing the pressure during the production process and allowing me to focus more on details and refining the overall work.

The images I selected were more exaggerated in terms of color and style. I wanted my characters to have a slightly exaggerated look and feel, leaning toward the style of picture books or children’s animations. This would better match the overall aesthetic that I envisioned for this specific project.

Class Exercise

Character Design

In this activity, we were asked to choose an object and design a character based on its appearance. I found this to be a very interesting and useful activity. Previously, designing characters was very difficult for me because I felt that I couldn’t escape my usual way of thinking, and I didn’t know how to make characters look more lively and expressive. However, through this activity, I discovered that by trying to match the appearance of an object, I could more easily imagine a character that was very different from the characters I designed in the past, and I think it was much bolder. Therefore, I believe that I have greatly benefited from this activity, and I will continue to use this method to practice my character design skills.

Background Design

This was the exercise we did to practice our background design skills. We will design this illustration with an adjective in mind, and change the volume of the color to create that feeling. The reason I think this exercise is necessary is because although I have always enjoyed illustrating, but sometimes I will purposely avoid drawing backgrounds because I don’t think I really know how to create a good background. I think a good backgrounds need a lot of detail and control of light. Not only must they not distract the audience from the main characters, but they must also act as a guide to the scene. The style of the background must also be consistent but not too fancy so that the whole picture is not strange and the characters and the background are one. Therefore through the exercise, I was able to learn how the light and shadow could possibly impact the image, for example, in the first picture, I wanted to have the feeling of looking up from the darkness, so I focused on the light colours in the upper part of the picture. In the second image, I wanted a sense of being an enemy of the world. I had the protagonist standing in the light, and the darkness felt like there were countless people looking at him, and that’s the kind of oppression I wanted to bring out. I think the challenging part of this exercise is that I am not very good at controlling light and shadow, so I need to practice this part more.

Working Process

Character Design

First Draft:

This was the character I created for the story. The first animal I thought of when I heard the audio was a chicken, because I thought it could be very flamboyant and cute, and that it would be a big contrast to them in the real world. However, after I had shown it to my mom for some feedback, she thought the character design was too generic and that there seemed to be a lot of similar design already. She felt the design was not special enough. After listening to her thoughts, I abandoned the animal character design and designed my own unique creature instead. I am much happier with the character after this change, so I understand the importance of feedback.

Final:

The design of the aliens in this final character design was inspired by my previous illustrations, it was like a collection of wried creature. Those creature have really random looks and shapes, but mostly are rounded shapes. However this was also one of the challenges I faced while I tried to draw the animation. Because I am not familiar with the tablet, which is hard to draw the round shape smoothly, I spend a lot of time redoing the stroke to make the shape smooth. I designed all the characters, except the teacher, to be about the same height, so that the teacher would stand out. I was most pleased with the character of the eating student, who I gave a long tongue and large eyes. I wanted to convey a sense of ‘silliness’ so that there would be some contrast when he showed his sharp teeth later on.

Artists Reference

Wiebke Rauers

These two illustrations are drawn by Wiebke Rauers. A big part of my character design inspiration comes from her work. I really like her lovely but somewhat flashy style of drawing, she always emphasises the eyes of her characters, therefore I chose to use pure black and white for the eyes in my characters to make them stand out more in the whole picture just like her illustrations. Moreover, I really liked her style, the why that she draws her character without the clear outlines. This was one of my original ideas, but as I realised that I might not be able to draw the whole animation in this style because of the time limitation, therefore at the end I chose to draw in solid colour.

Garten of Banban

Another major source of inspiration for my characters was the horror game Garten of Banban, which is made in a very simple 3D style, but it’s the simplicity of the game that adds to the sense of terror and horror to the player. Most of the main characters are smiling, but they have the same look on their faces when they are hunting the player, which gives the audience an even more unnerving feeling. Although my story is not primarily about horror, but I took the idea of eyes wide open and black and white to draw my characters, especially the classmate eating monster. I wanted to have a darkly humorous atmosphere and I wanted to convey the contrast between the protagonist talking about what to eat to have a baby and his classmates eating other classmates. Another thing I was inspired by was the colours, although not as bright as in the game, I chose more saturated colours to give it a childish, kids cartoon-like feel.

Storyboard

This is my final storyboard, and it is not very different from the story I had in mind when I was listening to the audio. There was actually a first version of this, but after discussing it with my teacher, she felt that some of my camera angles were not very smooth, including the teacher’s head facing right at the beginning, but then suddenly facing left at the third frame. This would affect the audience’s visual perception, so I thought carefully about the camera angle and made sure I only kept it within 180 degrees. I like this storyboard because the plot is relatively simple, that I can easily draw the angle I want, and there are no complicated transitions, the whole process is relatively simple.

Background Design

Sketch:

Originally I would like to envisaged a cartoon-style flat background. However, when I was drawing it, I realised that I didn’t understand the flat space well enough and even with the use of auxiliary lines the angles were still strange. To get a better idea of the space, I chose to lay out the general position of the objects in Maya and then rendered the angle I wanted so that I could draw it with reference. But as I was modelling, I suddenly thought of the Garten of Banban’s style and that maybe I could blend 3D and 2D together. I decided to add more detail to my scene and use black lines to outline the model to give the whole thing a 2.5D feel. I liked this idea because the final result was much better than I thought it would be, and I also toned down the saturation of the background to make the characters stand out more. The only problem is that I’m not sophisticated enough in 3D to produce some of the detailed stuff that I’ve been drawing in draft, but I don’t think it’s a big deal because most of my shots will be close-ups and there won’t be a lot of backgrounds.

First Version:

These are the first versions of the models I designed. The main colour palette is cold, but I also chose yellow as a contrast colour to add richness to the image. For the lighting I used a white area light to create a cold feeling similar to the feeling of a hospital or laboratory. For all the models I turned up the roughness so that they would not reflect too much with the light. When I finished this version, I also finished tracing the lines very smoothly. But when I placed it in Toonboon, I found that the angle was not what I had planned. I had designed the layout of the classroom too narrow to show distance between the characters. When I realised this, I also realised the difficulties that my 3D backgrounds could cause, I couldn’t change my backgrounds easily and if I changed something I would have to re-render the lines completely. So I thought about it for a long time whether I needed to change the camera angle of the storyboard to match the background. I found that there were no changes I could make that would satisfy me, so I decided to rearrange my 3D scenes and recreate the background again, which took a lot of time, as it takes a long time to render a high-definition 1920×1080 image.

Final Version:

In the second version I made a lot of changes, I widened the whole background and the floor. Originally this section (storyboad 6) was supposed to be at a flat angle, but I thought it would be too crowded and difficult to draw animations, so I adjusted it to a diagonal front angle so that the audience could see the classroom from the teacher’s point of view. For this change, I also needed to add new decoration to the back wall. I designed a cabinet with a pair of eyes to emphasise the style of my animation. The whole seat section is also more separated so that there is a distinction between the foreground and the background. This is because my idea is that the main talking character would be in the foreground and the alien eating the students would be in the background. I also placed the objects more loosely so that the painting is not too complicated and has a more spacious feel.

Final version with outline:

X-Sheet

I think this part is difficult because I am not very familiar with the X-sheet and how it works. When I was drawing it, I didn’t quite know where to put the information. However, by consulting my teacher, I understood the purpose and usage of the X-sheet. I also found it useful later on because I could understand better how each word in the audio I was using sounded and how to pronounce it, and I thought it would be more accurate to read it out myself when I wrote the X-sheet. However, I think my X-sheet at the end was not very accurate and there are still some parts that I don’t understand. I also understand that this is used in the real animation industry and I hope that I can practice it more in future projects to make it more useful to me.

Mouth Shape

These are the mouthshape sheets I drew for the characters that speak, that I could have a clearer idea of the mouth shape needed for each character when I drew the animation. But I didn’t have a very clear mouthshape sheet before I started drawing the animation, therefore when I finished my first rough draft, a lot of the mouths shape didn’t match up with the audio. I re-drew a new mouthshape sheet and changed the previous ones to make them look more consistent with the pronunciation of the words. I think the difficulty with this part is that many of the sounds are actually similar in shape, but only slightly different, and I had to keep trying and observing my own mouth to get the best results.

Keyframe

I originally wanted to make this keyframe animation on Toonboon which I could get familiar with the software. But I found that I was spending too much time on the a clean outlines. To reduce my time consumption, I created an animation on Procreate first and then traced the lines on Toonboon. I thought it would save time and give me a neater line on the Toonboon. The problem I had with the keyframe was that I didn’t create it against the background, that I found out later it didn’t match the background and had to redraw it.

Rough draft

This is the rough draft I drew on Toonboon. Since I had already drawn it on Procreate, this version is much tidier. Since Procreate doesn’t have the ability to import audio, I was able to place my keyframe in the corresponding section via Toonboon at this stage.

This is also the first time I have used Toonboon and I think it is a very interesting and powerful software. Although we are just now learning the basics, I find that it has a number of features that I like. The first is that after copying one of the layers, I can then make changes to the layer I copied after it and the previous layer will change as well. This saves me a lot of time when I have to go through the process frame by frame. However, this feature often makes me forget that it exists and draw on the duplicate frame without unlinking it, resulting in the previous frame having to be redrawn. Another feature I find useful is that each line I draw can be selected, which allows me to easily copy the lines I want or move them around, reducing the amount of time I have to spend redrawing.

In-betweens

Inbetween means that I have to draw the rest of the piece according to the keyframe I have drawn. I found that the biggest problem I had with this part was that my keyframe was not clear and precise enough, it was almost like redrawing it all over again. However, I am happier with the redrawn version which have made some changes. I used clean lines in this section to save some drawing time for the next step which is cleaning up, and also to give my work some integrity at this stage. The changes I made at this stage was in the fifth panel of my story board, the monster would have had a single shot and then slowly turned around before moving on to the next distant shot. But when I got to this point, I found that the animation for the distance shot became too fast. Therefore I changed th close up shot to the action of him turns around and shows his teeth, and then create a match cut to a distant shot where he eats his classmate. I think this is a more comfortable and in a reasonable speed, and it also looks smoother.

Clean up

I found this step very time consuming as I had to go through and fix all the lines that I had not drawn properly or the lines that were messed up. Although I had deliberately used a cleaner line technique in the previous step, there were still many parts that needed to be reworked. But I think that’s where Toonboon comes in handy, as I can just select the line on one frame and paste it onto the same angle. This step is also important because it helps me to fill in the colour in the next step, because only completely closed lines can be painted, so there is no need to paint by hand.

Coloring

I really like this part because I think it makes the whole piece look more complete and gives me an idea of what the final piece will look like. With Toonboon, all the colours are nicely organised in a list that I can choose the colours I want at any time, which saves me a lot of time from having to choose colours by hand. When I want to adjust a colour, all I have to do is to adjust it on the colour palette and the whole animation where the color have been used will be changed. The problem I had with this part was that even though I had cleaned up in the previous step, there were still a lot of lines that I hadn’t close properly, which I couldn’t use the paint function. To solve this problem I used Toonboon’s close the gap function, which draws invisible lines so that the colours can be filled in successfully, which I found very convenient.

Exporting

 I thought this would be the easiest part, but it turned out to be a part that stressed me out.  A problem appeared when I tried to export the video in the normal way into a movie, but my animation could not be exported. 

To solve this problem, I chose to export my animation as a PNG sequence, which involves first adjusting the file image format and storage location via the write section in the Node view, and then selecting render write notes in export to render my work. This way did work, but the problem was that when I imported it into After Effect, my animation suddenly became very fast and didn’t work with my audio. To resolve this issue I first made the PNG sequence into MP4 format via After Effect and then merged it into my usual Capcut software. In order to match the audio and the animation itself, I had to adjust the speed of the animation, I slowed it down to 0.8x to match the audio. However, I think that this method is still inaccurate, but due to time constraints I was unable to solve the problem with Toonboom quickly. This may be one of my minor regrets, but it also taught me how to use Toonboom to convert to PNG sequence format.

Final Animation

Final Keyframes

This is the final keyframe of my animation, I didn’t change it much from the original storyboard, mainly I changed the part where the classmate eating monster turns around to a match cut with the next part, and switched the order of the second and third classmate being eaten. 

The reason for this is that I think the third student has a lot of eyes, and the student-eating monster has a particularly large pair of eyes. The effect of so many eyes adds up to a more comical look. I have also changed the angle of the classroom. Instead of the original version where the class is viewed from the side, I have changed it to a first person view of the classroom from the teacher’s point of view, with the classmate speaking as the main subject, and then let the eating of the classmates happen in the background. I am happy with the end result, although I think my lip-synch could be strengthened as it still looks a bit stiff and imprecise, but I am glad I was able to actually make my idea into an animation.

Reflection

I think I have learnt a lot from this project. It was the first time I had the opportunity to learn about Toonboon and all the professional steps of making a 2D animation. I think because of these steps, I feel more organised. I used to worry if I would not finish in time, but with these procedures I feel more confident about my progress and I know what to expect and how I am progressing. I also did some artist searches for this project, which I think is useful for every project. To analyse the strengths of these pieces and then use them to make my own work better.

For this Lip Synch concept, I had seen a lot of animations with this technique before and I really liked the effect. It was also the first time I knew that there was a unique approach to this kind of animation, and I enjoyed the process of making it. Although I didn’t choose my own audio this time, but I think the audio that our teacher provided gave me a lot of room for my creativity. I had a full story idea the first time I heard it, which made me more sure of my choice.

I’m happy with the character design, I think with my mum’s advice I was able to come up with a more distinctive character and make the overall style stand out. However, the first challenge that faced was about saving files. I lose my file many times at the beginning of the project because I didn’t understand Toonboon’s saving system. On the advice of my teacher, I chose to create a separate folder to store all versions of my backups in case the same thing happened again. This experience has made me aware of the importance of saving files, especially when working on a computer.

The second area I think I need to improve is my animation skills. I think I have tried harder to incorporate what I have learned, such as the 12 principles of animation, into my animation than I have in my previous 2D work, but I think I don’t have enough understanding and skills on lines, movement and camera angle. There were some movements that I could have done more smoothly, for example, my main character’s hand movements, although I filmed my own hand movements for reference, the end result still looked a bit stiff. Therefore after this project, I have a better understanding of what I need to work on, and I will make up for these deficiencies in my own free time.

Overall I really enjoyed the project and I am happy with the final outcome. I think I have learnt a lot of new things in these five weeks, including a more professional and detailed understanding of the use of such important elements as colour, lighting and movement. I also think that through these 10 weeks I have learned more about the two electives that I am interested in and have a better choice of direction.

Retro Device Elective

Developing Process

In this project, we were required to produce a 3D model with some animation. We needed to choose a time period and imagine how a device that had not yet been invented during that period of time would look and function.

Time Period

To help us decide which time period to choose, our tutors arranged a brainstorming activity on a Padlet Wall. We were asked to list a time period we were familiar with, along with some information such as the significant ruler(s) of that time and the duration of the time period. I believe this activity was beneficial in helping me to select both a time period and a subject for my project. It provided ample freedom for creative thinking and allowed us to be inspired by the ideas of others.

Mindmap

To decide on my preferred time period, I made a list of the options that interested me and conducted a brief research on each to determine which I was more drawn to. The first one that came to mind was ancient Egypt. I’ve always been fascinated by this culture’s mythology, history, style, and overall concept. I find it mysterious and powerful, and I’m excited at the prospect of delving deeper into this culture and incorporating its elements into my artwork. The second option was ancient China. As a Taiwanese, I grew up immersed in Chinese culture and have always been captivated by its history and aesthetic. I find it elegant and refined, and creating a piece of work inspired by this culture would hold a strong personal connection for me. The last option was ancient Greece. I’ve been intrigued by Greek mythology since I was young and have always admired the vivid and unique style of its architecture and artwork. I believe this would also be a great choice as there is much to research and explore.

The time period I decided on for my project is Ancient Egypt. I chose this period because I am interested in it, but I realized that I don’t have much knowledge about it. Therefore, I thought this was a good opportunity for me to learn more about its history and apply the knowledge I gain to the work I create. Additionally, I feel that Ancient Egypt has a strong and unique culture that can be easily identified by people looking at it, including aspects of people’s lifestyles, architecture, and mythology. All of these elements provide perfect inspiration for my project, and I really want to learn more about them.

Since Ancient Egypt was a long period of time, I need to specify which specific time period I would like to focus on. I have chosen a time period that is more well-known to the audience, as I believe that I will be able to find more information about it and maximize the knowledge that I can gain in this short period of time. Therefore, I am going to focus on the 18th Dynasty, which was around 1549 to 1292 BC. Many well-known pharaohs were from this period, such as the family of Thutmose and Tutankhamun

Devices

To decide which device or object to choose for my project was quite challenging, as I wanted to focus on the ancient Egyptian time period. Given that this era is distant in history, I anticipated that there may be several constraints in terms of the availability of materials and technology. Consequently, I created a mind map to organize my ideas. While some ideas were conventional, I considered options such as video games, PowerPoint presentations, and Amazon, which could provide an opportunity for creative thinking.

After careful consideration and comparison, I ultimately decided to choose the letterpress machine as my object. I believe this device is suitable because it is a unique idea compared to other everyday objects. The hieroglyphs of ancient Egypt are special and beautiful, and I want to include them in my project. The idea of the letterpress machine perfectly aligns with what I hope to achieve. Furthermore, during the ancient Egyptian era, they had an advantage in that they could make papyrus, a type of paper, which means the letterpress machine could have been used during that time since they had this type of paper.

I also considered the story I wanted to convey with my work. Initially, I thought the machine could be for ordinary people since only the higher class or royal family had the right to learn and understand hieroglyphs, and this machine could be used to print newspapers to educate citizens. However, I decided against this story since I wanted to create something more luxurious and fitting for the royal family. I wanted to try creating a model with the texture of gold and beautiful jewelry, so I opted not to go for the original story.

Moodboard

General Moodboard

Tutankhamun

Letterpress Machine

Maya Lego man Exercise

To acquire the necessary skills for the project, we began by creating a simple Lego man model as an exercise. We used the program Maya, which will also be utilized for the project. To ensure our model’s accuracy in terms of shape, scale, and other components, we referred to a photo containing front, side, and back views of the Lego man. However, the exercise proved to be more challenging than anticipated. We had to do more than just block out simple meshes. Our teacher taught us various new skills, including how to properly bevel meshes, clean faces, and cut holes using the difference function. These skills are vital and will undoubtedly enhance the quality of my work on the project.

UV Texture Exercise

This is my first time learning about UV mapping for 3D modeling. Before attending college, I watched numerous tutorials on 3D modeling but never understood the concept of UV mapping and how it functioned. However, after attending this class, I now have a basic understanding of how this feature works and why it is necessary for creating models. We were taught how to unwrap the mesh to avoid stretching the texture while using as few pieces as possible to fit all of them onto the texture. I think it’s a useful exercise because I can use it in my future work. Because this project requires the creation of a very realistic object, having a clean and organized uv’s makes the texture more neat and realistic.

ZBrush

I have been looking forward to learning Zbrush because one of the reasons I am interested in 3D was that I would like to try out the sculpting function. I had learned some basic sculpting skills on Blender, but I knew that Zbrush was the software that was being used in the industry and was versatile and could sculpt better. Therefore when I found out that we could learn this software, I was keen to incorporate this skill of sculpting into my work. The fact that my chosen era was Ancient Egypt, where there was a lot of beautiful sculpting from their ruins, reinforced the idea of using Zbrush in my work. However I also found it difficult to use Zbrush for the first time as it has a completely different interface compared to Maya and Blender. So when I was using it to make the Lego man, I actually had to ask for help from teachers or from the online tutorial. But I’m enjoying the process of learning something new and I’m looking forward to using it on my own work.

Substance Painter

This is my first time using Substance Painter and I had never heard of it before this elective. But after using it, I was amazed by the power of it. I think the basics of the software are very clear and I like the baking the mesh feature because I was surprised that I could transfer the details from a high poly mesh to a low poly mesh. I also like the metal edge generator because I think a lot of the texutre becomes more realistic with this effect, and it was really useful while I created my letter press machine. However, I also had a lot of difficulties because my computer doesn’t have enough storage, that I couldn’t use it on my computer and often it would shut down before I could save the file. Therefore this experience has actually made me more aware of the importance of saving at all times to ensure that my work is not lost due to software.

Research

Time Period – Tutankhamun

Tutankhamen reigned as pharaoh of the 18th dynasty of ancient Egypt for about nine years (1333-23BCE). He is relatively unknown as a pharaoh, but he is best known for his complete tomb discovered in 1922 in the Valley of the Kings, which has since been exhibited in many museums and his name is gradually being remembered around the world. (https://egymonuments.gov.eg/monuments/tomb-of-tutankhamun/) The tombs of many great and famous pharaohs have been discovered but have been damaged by tomb raider or other human caused reason. Therefore a tomb as complete as his is useful for archaeological and historical research. During his reign, he restored Egyptian religion and art, which had been put on hold by his father Akhenaten. He was a young king and during his reign he issued a decree to restore the worship of the god Amun-Ra, also the temples and statues of the old gods that had been destroyed during the reign of the previous pharaoh. (https://www.pbs.org/articles/king-tutankhamun-life-death-family/#:~:text=King%20Tutankhamun%2C%20also%20known%20as,%2C%20and%20 20Horemheb%2C%20the%20commander%2D)

Tutankhamun died unexpectedly at the age of 19 and, because of the accident, was not buried in a well-built tomb, but in a hastily converted chamber. But because of its inconspicuous location, it was also accidentally buried during the construction of other pharaoh’s tomb, which was preserved until 1922, when it was discovered by the British archaeologist Howard Carter. His tomb contained countless treasures, from pure gold furniture, chariots and weapons, to many everyday items such as statues and clothes. (https://www.britannica.com/biography/Tutankhamun)

Although he restored the chaos his father had brought to the country through the Reformation, he worked hard to bring peace to Egypt. But because of his untimely death, his name was deliberately erased from history when the next pharaoh, Horemheb took over the place and was forgotten. It is undeniable, however, that at his age and in his short reign he was able to achieve what he did, which is admirable. (https://www.worldhistory.org/Tutankhamun/)

Tutankhamun’s gold funerary mask
Throne of Tutankhamun

Letter Press Printing

Letterpress printing is a very important and ancient printing technique, which originally involved typesetting the desired text word by word and printing it on paper.(https://www.britannica.com/technology/letterpress-printing) Until Johannes Gutenberg invented the first mechanical movable type, before then, people ustilized the technique of wooden movable type which originally came from China. (https://letterpressplay.com/blogs/blog/history-of-the-letterpress#:~:text=The%20Birth%20of%20the%20Letterpress,back%20to%20China% 20175%20AD.) The purpose of his invention was to make writing and books available for ordinary people to read and learn from. Before his invention, they used woodblock printing, which was also good for photocopying, but it took a lot of time was not efficient enough. Gutenberg’s invention changed the situation and from then on the printing technology became more and more advanced. Nowadays, although letterpress printing is no longer a mainstream printing technique, it has become an art form, a craft. Many people want to use it on their cards, artwork or meaningful items such as wedding invitations. It’s another way of passing on the culture, and it’s also very meaningful. (https://medium.com/@mecoberbo/the-history-of-letterpress-printing-2d6e6c670fc3) The newer version of letterpress printing uses a model made by a calligrapher or typeface creator and then injects metal to create a letter. This type is less likely to deform than wood or clay and will last longer. The height and width of the characters can be controlled to ensure that the edges of each character fit together, making it easier to type. (https://www.machineryeurope.com/letterpress-printing)

Movable Type

Bi Sheng (http://en.hubei.gov.cn/photo_gallery/people/201606/t20160627_855508.shtml)

The idea of the movable type that I use in my work originated from the Chinese alchemist Bi Sheng. It is a relatively simple method of production, where clay and glue are mixed and printed with the symbols or characters for printing, and then either dried or baked over a fire like Chinese porcelain. (https://www.historyofinformation.com/detail.php?id=19) I think that although this idea and my choosen time period is not the same era, however such a simple process and materials could have been used in ancient Egypt, and it is true that in ancient Egyptian times they also used to dry clay in the sun to make pots.

Pigment

The pigment will be very important for my project because I have chosen a letterpress machine as my device, and I need to know what kind of ink or pigment I can use that is suitable for this time period in order to print the words onto the paper. Moreover, this research will help me to choose a reasonable but beautiful color palette for my project.

According to research, during ancient Egypt, people used different colors to highlight messages on paper, demonstrating the importance of color. The most common colors used for text were red for highlighting messages and black for the normal body of text (source: https://www.thesciencebreaker.org/breaks/maths-physics-chemistry/unveiling-the-secrets-of-ancient-egyptian-ink). The pigments were derived from various materials, often minerals and dirt, and were mixed with binders. (source: https://www3.metmuseum.org/blogs/metkids/2020/paint-like-an-egyptian#:~:text=In%20ancient%20Egypt%2C%20pigments—the,together)%20such%20as%20gum%20Arabic.).

Common color and its material during ancient Egypt (Serrota, 2020)

The color that is most commonly seen in Ancient Egyptian artwork is a special kind of blue known as Egyptian blue. Unlike other pigments, this type cannot be found in nature. Instead, it was created by combining several natural ingredients, including sand, lime, sodium carbonate, and copper compounds, which were mixed together and fired.

 Lump of Egyptian blue , ca. 1479–1458 B.C. From Egypt. Paste, 3/8 x 1/4 in. (1 x 0.6 cm). The Metropolitan Museum of Art, New York, Rogers Fund, 1936 (36.3.202) (image taken from The MET website)

Idea Development

This is a draft of my design and as I have chosen the era of Tutankhamen, my inspiration are mainly from the treasures of Tutankhamen. My favourite is Tutankhamen’s throne, which I think conveys a strong sense of kingship, especially with the design of the lion’s head and feet, so I have incorporated this into my work. For statue on the side, I chose the figure of the god Thoth. In Egyptian mythology, Thoth was the creator of hieroglyphics and the guardian of knowledge and writing. So for my choice of object, he was the most appropriate. During the time of Tutankhamen’s era, he brought the belief in religion and gods back to Egypt. Therefore, I think it is appropriate to emphasise the concept of ‘god’ in my work.

Because of the context of the period, I didn’t think there would be too much complexity in the mechanical design, so I took the basic functions of the letter press machine and limited the materials to what would have been possible in that period, most of which would have been made of wood, as a pure gold machine would have been too expensive and heavy to move around. Stone and wood were also common materials in those days, and Tutankhamen’s throne was also made of wood but with a layer of gold. I wanted to use this idea in my work, and I will use wood and stone to make this machine.

The machine is operated by placing the movable type in the middle of the machine and laying it out. Use a brush to apply the paint evenly to the movable type. Pull out the papyrus from the bottom roll and cover the machine with it. Run the stone roller over the paper and cut it off with the blade at the front of the machine to preserve the print.

Golden Shield of Tutankhamun

This is my second version of the design. When I made the model of out of my first sketch, I thought it was too monotonous. I thought that a machine used by a royal family should be more ornate. Therefore I decided to study more of Tutankhamen’s treasures, such as this golden shield, one of his funerary objects. I thought the carving on it was beautiful, especially the winged sun above it. After researching, I found that in ancient Egyptian culture the winged sun represented divinity, power and rule, which coincided with my idea for the piece, I chose to design it above my machine to represent the power of the pharaoh and his reverence for the gods. The pattern on either side of the statue was also inspired by Tutankhamen’s throne, the beautiful carving on the armrests of the seat that I wanted to add those details to my work to give it an even more ornate look.

As I wanted to incorporate the concept of carving into my work, I also researched many of the carved motifs on ancient Egyptian treasures. These were hand-painted by me and the ideas came from other treasures of Tutankhamen, such as his coffin and his treasure chest.

Painted Chest of Tutankhamun
Tutankhamun’s Golden Coffin

As my machine is related to writing, I thought it was necessary to add hieroglyphics. It was difficult to find what hieroglyphs to use. Due to the reason that many of the common hieroglyphs on ancient Egyptian treasures are about death and afterlife, I didn’t want to use hieroglyphs that were not relevant to the subject matter. Therefore I decieded to use the translator designed by Google to create my hieroglyphs. It is a machine-learning based online tool for user to translate and create hieroglyphics. I use the ‘Play’ function which allows the user to translate the sentences and words that they want into hieroglyphics. I chose a number of words related to knowledge and words to form this decorative pattern with pictograms to engrave on my machine.

Creative Writing

In ancient Egyptian times, writing was not accessible to the general public. They believed that there was magic among words. The machines that produced them were therefore considered to be ‘sacred’. The whole machine was once gilded, and part of it was made of stone and wood in really high quality. The reason for not build the whole machine in gold is because it will be too heavy and expensive to move around with the pharaoh. The lion’s feet of the machine symbolise the majesty of the royal family, while the Thoth gods on either side are seen as guardians of writing and knowledge. The winged sun decoration above symbolises the protection and authority of the kingdom and the pharaoh, and the wings’ power to carry the pharaoh’s power to all those who believe in Ra.

Pharaoh claimed to be the son of  Ra, and he wanted to use this machine to record his vows to the gods in order to strengthen his grip on divine power. He also used it to print the laws and proclamations of his kingdom, so that the people would have more respect for the words it produced and be more willing to obey them. The size and weight of the machine, which could easily be carried by two men, allowed the Pharaoh to record and preserve the information he needed when he travelled to all the places around his kingdom. More often than not, the machine was placed on a platform and carried by four men to follow the processions of the pharaohs, thus reinforcing the people’s trust in the power of the machine and emphasising the authority behind it.

Working Progress

Blocking Out the Mesh

This is the step where we need to create the basic shape of the piece that we can have a basic idea of what we are going to do later on in the refinement process. I really enjoyed this part, I found it very interesting and rewarding because I could see the shape of my work after this step and it gave me a better understanding of the process that was to follow. I also went through this step and decided that my work was too monotonous and chose to create a second version of the sketch to add more detail. I don’t think this step is too difficult, but it does require some patience to get the basic shapes out. Especially when I was sculpting the Thoth statue, I was using the cube as a basic shape and I had to keep adjusting the verticies and making sure that the two sides were symmetrical. One of my mistakes was that I forgot to is that I did not select all the verticies and the two sides of the statue were out of symmetry, which I needed to redo all the process again.

Sculpting

This step was the one I was most looking forward to, but it was also the one that took up the most of my time. I initially chose to use Zbrush to sculpt, but as I don’t have Zbrush on my own computer, I had to use VMware to access the school computer. My computer is not powerful enough in terms of storage and hardware, when I opened it with VMware, it became very laggy, which made it very difficult for me to sculpt properly. I had a lot of trouble with this and after thinking about it, I decided to use Blender to sculpt. As I had used it before, I didn’t need much time to learn it and I was able to sculpt quickly. Before sculpting I use the remesh function to add more faces so that I can sculpt more details. However, I don’t know if it is because of the computer or my mistakes, but when I try to carve my hieroglyphs, I can’t get them right, which make the sculpting proccess even more difficult.

There were many details that could not be sculpted on Blender and there was a time limitation. Therefore I chose to use Nomad, a sculpting software for the Ipad, to do some of the detailing, such as the floral pattern next to the statue, the hieroglyphs and other detailed patterns. This is because on the tablet I can control the strength and shape better. The software is very easy to use and I can easily convert the files to .obj files and then import them into computer software such as Maya or Blender for modification. However I understand that I need to practice more of my sculpting skill on the computer. Therefore I hope for the next project I would able to do all the sculpting processes on the computer instead of Ipad.

However, because the sculpted object has so many vertices that it may crush the Maya software, I had to do the baking process in Substance Painter before I could import it into Maya properly. I tried Quad Draw tool in Maya to do the retopology. However, during the baking process I found that the two meshes did not baked well together and Substance Painter did not recognize the low poly mesh. I tried to import it into Zbrush and use its Zremesher function to try to simplify the number of faces in the mesh, but it was too dense with verticies so that even Zbrush could not run it. In the end, I had to use Nomad’s built-in simplification function, leaving out some of the sculpting details, in order to successfully UV unwrap and baking.

This is how it looks after I’ve imported all the elements into Maya and I think it’s not too far off from what I had in mind. But I think I should have done more to the plate where the paint is placed and the decoration above it, because when I look back at this piece later it looks a bit weird.

UV Unwrapping

I found this part to be a relatively easy but time-consuming process. As my machine doesn’t require a lot of detailed texturing, I often just cut the UVs in half and ensure the texture will not be strech. One of the challenges was that most of my meshes are sculpted and remeshed. Which after the process my low poly mesh will still contain a lot of faces, edges and vertices, so I have to select them one by one to cut the UVs, which means I spend a lot of time on this part. I have learnt the importance of a neat mesh and I should practice tools like Quad draw more often so that I don’t have to spend too much time on such areas.

Baking

The red part shows that the mesh was not matched and the baking process might fail.

I did the baking process in Substance Painter and I really enjoyed it because I found it very satisfying to see the high poly mesh and low poly mesh come together. However I also encountered a lot of difficulties while doing it. For example, as I mentioned earlier, the low poly mesh that was used was not the original one, so there was a mismatch between the two. The problem I had with the Thoth statue was that I didn’t pay much attention to the mesh size when I exported it to Blender, after I finished sculpting it, I realised that it was much smaller than the original mesh. I thought it would work if I resized it to the same size, but the high poly mesh had been altered too much that it could not be baked onto the low poly mesh. I solved this problem with Zbrush’s Zremesher, but as there were still a lot of faces, I needed to spend more time on UV unwrapping.

Texturing

I made my textures on Substance Painter and I like this part because it makes my work look more complete. But as I wanted to have more practice, I decided to make most of the texture myself instead of using the texture downloaded from online or originally from the software. Most of my texture on my machines are in gold. To do this texture, I used a Fill layer and then toned it down to a light yellow, and then got the gold effect by turning up the metalness and turning down the roughness value. As I wanted to give it an aged look, I deliberately did not make the gold completely reflective that it would look worn. I also use a deep red colour with a greyscale such as dust or cloud to create dust and stains, and I use the metal edge generator to make my carvings more visible, and the red colour can often be seen on Egyptian treasures and has an oxidised look to it, so the overall look is not out of place. I have also added some blue-green dust to the gold to make this effect more visible, as I can see it in the treasures I have studied. I think that although I am now able to produce basic textures, there are some other function and skills that I am not familiar with, so I think that after this project I will need more time to practice the software to become more familiar with it.

Import the Texture

This step required me to import all my textures into Maya. I thought this would be a complicated step at first, but it turned out to be relatively simple. All I had to do was select the AI Standard Surface through the export the texture function and import it into the Source Image folder of my Maya file so that I could find the image I needed on Maya without any problems when changing the devices.

In Maya I first added an AI standard surface to my mesh and selected the file and imported the corresponding texture into the colour, metalness, roughness and colour bump options. For the hight of the texture, I originally want to include it into my texture, however later on I found out that I was not familiar with the process and did not have much time. I did not choose to use it as it was not too important a detail.

However, I did encounter some problems with the import. I forgot to adjust the colour space to raw and clicked on Alpha is Luminance, so it came out oddly, but after changing the settings it looked much better. Another thing was my normal map was showing strange spots after applying it. I needed to adjust the colour bump to the tengent space normal by using the nodes in display hypershadow windows to make the overall texture look more realistic.

Animation

This part of making the animation was interesting and is my first time making an animation on Maya. Although it wasn’t very complicated, I only used keyframes and didn’t use rigging techniques, which I didn’t really need for this piece. The most difficult part, I think, was making the papyrus paper rolls. My original plan was to get the plane to wrap around my original roll mesh, but I think I made a mistake and the roll didn’t work very well, but due to time constraints I had to hide the imperfections in the roll so that the animation didn’t look out of place. But I think the whole process was fun, especially when I was adjusting the camera movements to make the whole thing look more vivid. But one of the problems I encountered was that when I was making the papyrus paper pull-out, there was some part where two mesh will go over each other and I had to adjust some faces and verticies to cover that up. I was quite happy with the final animation, but I was a bit worried that my camera would make the audience dizzy during the 10 seconds.

Lighting

For the lighting, I was hesitant about the need for complex lighting, as my work is mainly gold and therefore light is very important. So in the end I decided to place a yellowish area light above, in front of and to the left and right of the piece to emphasise the reflections of the gold. I also chose a red background to bring out the light and the contrast of the materials, and I used an HDRI to give the overall light a more natural look.

Rendering

I think this was the most worrying part of my project, as I had learned in previous projects that rendering was time-consuming and could be fail. Although we had the opportunity to use the Render Farm technique to speed up our rendering, I still left myself a lot of time to render so that I wouldn’t have to use Deadline Monitor 10. Because I didn’t have enough time to render on my school computer, but I ran into a big problem when I tried it myself. All my settings were correct and the render farm showed that all frames were complete, but I could not see my image sequence in my image folder, therefore I could not export my animation successfully. However, I later found out that the reason for the error was that when I transferred the file to another device, some hidden history was also transferred and the Render Farm was unable to process my work. I then reopened a new scene and copied all the information over and it worked.

Although rendering worked, I found that the background of a few frames had turned black for some reason. I tried to resubmit the task, but it didn’t work. As there are not many, I chose to render directly from Maya, and added into the folder where the PNG sequence is placed.

Rough Rendering

Final Version

Final Animation

Reflection

Overall I really enjoyed the project and process of making my machine. Through this project, not only did I get to learn more about 3D skills, but I was also able to make my work more convincing through the research process. I was delighted to have the opportunity to research one of my favourite eras, Ancient Egypt. Through research, I learned about Tutakhamen and his backstory, as well as his amazing treasures. I feel that the design of these objects has a strong cultural identity and this is also what I wanted to achieve.

After this five weeks elective, I have gained a better understanding of Maya but also the difficult parts of this software. For example, although I got stuck in the animation course, I was able to make a small animation in my final work, which I was kind of proud of myself. I have also learnt two new software, Zbrush and Substance Painter, both are powerful and really help me improve my work. But I also think there are areas where I need to improve. I took too long in the first phase because I was hesitant to do my basic modelling and always thought it was too monotonous. But then I decided that it need to be connected with the period I had chosen and that I should not forget the setting in the pursuit of a complicated model. Therefore I did not make too many exaggerated changes in my final work, instead I decided to add some small details such as the patterns on the machine. Those patterns were also inspired by real ancient Egyptian treasures, which I think it was worth learning this part.
Another thing I think I didn’t do well enough is that I changed software too many times, I used five different software in total, which took up a lot of my time converting and transferring files, and it was easy to lose files. So I think next time I should focus more on one or have a better way of organising my files to make sure I don’t lose them.

I am quite satisfy with the final result of this work, but instead of using a lot of colours in my sketch, I chose to textured my mod in a single shade of gold and brown, because I thought the direct colouring would be a bit off-putting and I couldn’t get the paint effect perfect. Moreover, I was afraid that the overall colour palette would be too monochromatic and would make the audience feel tired, to solve this I chose a less harsh pale yellow as the base colour for the gold, and added details such as oxidation or dust with burgundy or dark brown.

In conclusion, I think I have learned a lot from this elective and it has given me the idea to choose 3D as a specialized pathway for next year. I know it’s going to be difficult, but I think it’s going to make me learn more and have stronger skills and abilities to face the challenges ahead.

Final: Snail House

Project Brief

In this project, we were required to create our own world by using MAYA software. The world I created was a house on a snail shell.

Moodboard

For this project, I would like to create a 3D world that can convey feelings of warm and cozy. I really like the feeling that a lot of fairy tales portraits when there is a house in a cold and dark place. But as a contrast, there is a warm light that comes out from the windows and there is warm food on the table. The story I was imagining is a snail carrying a warm house around the wood, for anyone or any creature that needs a place to stay. Inspired by this story, I found many cute illustrations on the internet and made them into a mood board for myself as a reference. My main source of inspiration was the illustration of the hedgehog on the dining table in the middle, I really liked the atmosphere of that picture and I wanted to create such a warm and gentle feeling.

Initial Sketch

This was my initial draft. I wanted my snail hut to look different than a normal hut. Therefore I designed the snail’s shell to become the exterior of the house, and the two-floor design to make the whole scene look richer and to add more details to it. The interior of the house is inspired by the illustrations I found, with sleek wooden furniture and some natural color decoration as the complement, that the house could be suitable with the theme related to nature. In order not to make the world too monotonous, I chose to add some mushroom and grass elements. I think these two elements always bring me a fantasy atmosphere, and I also hope that my work can deliver a fairy tale feeling, which I think mushrooms and other plants are good decorations.

I chose the snail because I think it is a fantasy creature and its shell is like its home, this feeling makes me feel warm and therefore I want to turn it into a picture.

Color

These are the colors I want to use in my work, and I think I will mainly focus on warm and earth tones. But I would like to add some bright colors such as purple, yellow, and red to show the fantasy side of my work. These colors remind me of the magic and splendor feeling that mushrooms give people. These colors were also inspired by my moodboard. I selected the colors that appeared frequently in these images and adjusted them so that I could get the same effect on the color tone as these illustrations. However, I think my color perception is not strong enough, and my color-matching ability needs practice. I think I can learn the rules and methods of color matching by looking at other artists’ works.

Modeling

This is the first part of the production, the model without any texture and color. I think this part is the basis of everything because without these models, the color and material are useless. Therefore I spent a lot of time on modeling, but I also encountered a lot of problems at the same time.

The first challenge I faced was making a snail shell. I found the tutorial on the Internet, but because of the different versions, I didn’t know where to find some functions in my version. Although I did manage to make it, the top part of the snail shell did not fit together, and the bottom part also looked very messy. To fix this, I chose to use tapered and rounded meshes to cover the failed parts. I like this modification because I think the final result paired well with the rest of the shell.

The second part is the design of my snail house. I originally planned to make a space inside the snail shell by using the difference function, but it failed. So in order not to waste too much time, I chose to change the shape of the hut by putting two squares together. Although it was different from the initial design, but I think the final result is also an unexpected gain, that I think the disorganized squares are a good representation of the randomly growing trees in the forest.

The last one is about saving files. The teacher emphasized the importance of saving our file before the class started, but I forgot to save one time, which I had to redo two models twice. This not only wasted a lot of time but also made me not as attentive and patient as the first time when I did it the second time. However, I did make all the models that I hadn’t saved again, which gave me the advantage of being more familiar with how to make this particular model.

Coloring and Texture

I don’t think I had too many challenges in terms of coloring, originally I just wanted to use only pure colors, but then with the help of my teacher I learned how to use UV to add texture, so I added wood grain to all my wooden furniture to make them look more realistic. But I still kept some parts in solid colors because I thought that the two types of materials coming together would give the viewer a feeling of between reality and a fairy tale. The only thing I had to keep adjusting was the reflectivity to the light of the materials because each object is different and some are almost non-reflective, so I had to check over and over again to make sure the reflectivity of each object was in line with common sense.

Lighting

My main sources of light are two lamps in the room, a fireplace, and a street lamp on the snail’s shell. I set all these sources of light to warm colors to give my work a stronger, warmer atmosphere. I also set the background to a dark blue color to contrast with the warm colors. I used this method to bring out the warmth in my work.

Final Outcome

These are the three final images I chose. I think there were still many more angles I could have used to show my work, but I added too many small details to the work. Therefore if I want to show those details, the camera angles that I can use are limited. For example, two of the images are close-up views of the room and there’s no way to focus on the details of the exterior. If I have a chance to do a similar job next time, I should pay more attention to the overall visual effect rather than the details of a single area, which is something I need to pay attention to when making large-scale worldview models in the future, and this is also one of the comments I received from my teacher in class.

Narrative

The story I imagine is that this is a cottage dedicated to animals that wander in the winter nights of the forest. Mr. Snail will wander through the forest with a light in his eyes and a light on his back, he is very visible in the dark so that animals who need help can come inside. It will always welcome friends from nature, and he will prepare fresh food and warm beds for them. If the animals need it, they can also read and rest inside. He calls nature home, and he expects the animals to find warmth and comfort on his back as their temporary home.

Extra Shots

These extra shots were taken to show more angles of my work, and I think these actually show the whole picture of the work, and the teacher also said that the second picture is actually a better choice for my three final shots, therefore this made me start to reflect on the importance of composition, and next time I have to take this into consideration when making models.

Strengths and Weakness

Strengths: Although I am still at a beginner level, but I’ve achieved what I wanted for this assignment by making the shapes look the way I imagined them. And I also liked the concept that I created, this gave me a feeling of making my imaginary world real, it is a type of feeling that illustration can not give me.

Weakness: I know I still have a lot to improve on, but the first thing I’d like to improve is the background. I didn’t put a lot of effort into the background because I didn’t have enough time. I had a vision of a forest at night or a forest on a snowy night for the background in my mind. But because of my ability and time, I couldn’t finish them. But I would like to finish them if I have time during the holiday to make this work look more complete.

Overall Reflection

In conclusion, I think this rotation has benefited me a lot. I can see that my model is getting better and better at each stage through continuous modifications, which was very fulfilling. The teachers also gave me a lot of assistance, both in terms of the production process and advice. I think the 3D modeling has given me a better idea of the 3D environment so that I know what the items should look like in different aspects of a space. I also enjoy the feeling of building my world, similar to the feeling I get when I make a sculpture in the real life. I hope I can continue to refine my 3D modeling skills, but I think I need to practice it frequently because my familiarity with the software will decrease after some time without using it. I am looking forward to showing more of my ideas through this special technology.

Out of Your Head Project – Stenellar

Mindmap

This work was done by four people, and the key words we chose were space, dolphin, diamond, dark, and light. These five words were chosen by all four of us, therefore we tried to choose the words that may have connection in between, also we decided to use dolphins as the main characters of the story. Because there are so many stories that can be created with these five words, we used a mindmap to discuss the plots where each person can have a place to come up with our own ideas and discuss them within the group to finalize the storyline.

In addition to writing down our ideas, we also used the 3 acts structure that we learned in the stopmotion rotation to organize our thoughts after the discussion. This was a good way to organize our thoughts because it gave us a general outline of where we wanted to go with the story. Then we wrote down the more detailed content in a list and discussed the approximate length of time that each of them might take. Since we only had 20 seconds for the whole animation, we needed to distribute the time very carefully to avoid not being able to finish the story.

I think this list works very well because it not only summarizes our whole story, but also helps us to distribute our work. We planned to have four people draw different parts of the storyboard separately to save time, therefore we chose what we wanted from the list and decided to bring the results of the storyboard to share with the group in the next class for discussion.

Storyboard

We combined all the storyboards that we created separately together but organize them into more detail and finalized version. I think this arrangement is very efficient because the four of us don’t need to get together when making the storyboard, which saves time that might be wasted.

However, before we started to draw the animation, we were asked to explain the story to the teachers and get their permission to do this story. When the teachers heard our story, they did not criticize it, but they said that our story was not clear enough and that some parts needed to be changed. Therefore we decided to discuss it face-to-face again in class and cut out any unnecessary or redundant plot to make the story clearer. I think this was useful because through communication again and again, also getting feedback from other people is important. Because this work is not for us to see after all, that other people’s opinions are very significant. After this time we asked our teachers to give us advice and feedbacks more frequently so that we are able to revise the parts that didn’t make sense or didn’t work well before we did too much. I think through this, our story will become better and better.

Second version of the storyboard

Moodboard

We each made a mood board about the animation, and we looked in different directions so that we could better sort out the effect we wanted. My part was the characters, and I looked at a lot of different styles of characters for reference, some cuter and some more realistic. This was also a thing that we did have a discussion on. The style that most of our group mates usually in our own artwork was a more cartoonish and unrealistic style. However to challenge ourselves and fits the theme better, we decided that the more realistic dolphins were the ones we wanted to use in this animation. I think it is important to work outside of my comfort zone and try a different style.

Character Design

Character design by me

Since the main idea of our story is about two completely different dolphins with completely opposite emotions and colors, we had to include those elements in our character design. My team member Georgia and I were responsible for the character designs, therefore we each created one. My idea came from the drama mask, which is derived from the ancient Greek Comedy and Tragedy masks. I have always thought that these masks not only show a very dramatic expression but also bring a sense of weirdness and pomposity to people. Therefore I wanted to apply this sense of dissonance to our dolphins because both of them lack a certain emotion, which they should look abrupt and extreme, and maybe even a little scary

I really like Georgia’s design of the light dolphin’s eyes. I think the star-like eyes fit our story and theme better than the smiley eyes I draw in my design. At the end we decided to use Georgia’s design for the light dolphin and use my design for the shadow dolphin. I found this session very interesting and it make me understand how collaborative work is made. By having several people constantly designing and discussing, it is possible to come up with the best result, but it is also all about communicating ideas and respecting others’ ideas.

Comedy and Tragedy masks

Since we are planning to have four people drawing one part each, it is important to have a unified style. Therefore my team member, Georgia, drew two reference sheets based on the design we discussed, and we also ensure the brushes and the sizes that we are using are the same. This is a very important part because, without these reference sheets, the four of us would have a really different style. Although sometimes when different styles collide together it will bring contrasting effects to the work. However we wanted to be as unified as possible and have everyone involved in all parts of the work, so this method was the most effective way to achieve this goal.

In fact, drawing the dolphin was an unexpected challenge for us, as its shape and movement were very difficult to show with simple lines. In order to create a smooth animation, we looked at and researched a lot of real-life videos of dolphins and studied how their body parts behave when they move differently.

Moodboard of the references that we used for dolphins movement

Animated Storyboard

This is the animated storyboard we made, which effectively gives us an idea of what each part will look like when it is animated. Through this method, we can see how smooth the story is and whether the camera angle is reasonable. In particular, the four of us were in charge of different parts, therefore if we didn’t discuss the transitions and angles well in advance, it cause the whole animation to be abrupt and unreasonable. When I saw this animated storyboard, I was very excited because I could see from it what our final work would look like.

Lineart

Since our color section needed to be unified, we decided to gather all the animation lineart together before we started coloring. I think this was a good decision because although we had an animated storyboard, it still going to look different in the final outcome.

For the animating software, we used Procreate because it is software that all four of us are familiar with. Moreover, this is software that can be used on the iPad, it is much easier for us to draw during the holidays and saves us time from coming to school or taking the computer around. However, the problem with Procreate is that it is not professional animation software, and it does not have some of the features that professional software has. In addition, the coloring process in Procreate is a little bit difficult, therefore I think it is a good idea to make sure the line art is correct first in order to avoid making mistakes that need to change all the parts including the colors.

Animating Process

This was one of the most frustrating and difficult parts of this entire project for me. This was a scene from a bird’s-eye view, and I had to draw the emotions of excitement and fear when two groups of dolphins meet each other. For the first version, I didn’t draw from any reference but started drawing directly.

This was a mistake I made, I should have watched more videos to understand the trajectory for this kind of species that I am not unfamiliar. Because of this mistake, when I finished the drawing I realized that the way I drew the dolphins swimming was wrong, I thought they were moving their tails from side to side like normal fish, but after research, I realized they were moving by tapping their tails up and down. This discovery not only made me have to redraw the whole animation, but also made me find a more difficult challenge. There were really few films that captured dolphins swimming from a top-down view because not much of them can actually be seen when they are moving like this, therefore many photographers prefer the sideways angle. This made the finding reference process even more difficult.

With the help from my team members and teachers, I found a few Gif pictures that matched the angle, so that I could better observe and follow the movement of this creature. However, because we did not add shadows to our animation, it was difficult to show the feeling of the dolphin’s tail moving up and down with only lines. I think I didn’t have a good grasp of the fundamentals of animation, I wasn’t able to show the movement by changing the size and timing. In the end, it took a lot of trial and error to come up with a version that I was relatively happy with.

After this whole frusturating process, I found the importance of observing and practicing. I reflected that I should check and watch more often in order to understand more about the activities of my surroundings that may help to improve my animation skills. Secondly, I should always prepare corresponding reference drawings before each drawing to avoid relying only on my imagination and making mistakes like this one. But in fact, after practicing many times, I think my dolphin looks much better than the first version, which is probably one of my gains from this challenge.

Coloring

There are three types of dolphins in our animation, light, dark, and diamond dolphin that is formed when they are combined. Instead of painting directly, we choose to use the clip mask function to clip the PNG file onto the dolphins. This way, when they swim, the pattern on their bodies will not change, which gave a sense of contrast to the animation. Since this method requires first filling in the pure color to the lineart and then using the clip mask function to clip the texture, the quickest way to do this was to use the paint bucket to quickly fill in the lines.

However, the part where my dolphin was behind the crystal had a more complicated coloring process, because the crystal itself was within our 3D background, which was the responsible by my other groupmate. Therefore before she finished the 3D model, I won’t know what the crystal will look like. Because I want to fit the crystal into my work, my lines were not closed and I couldn’t use the bucket function, this means that I had to spend more time on coloring by filling the color by hand. However, there were some miscommunications throughout the process, the final crystal did not match my dolphin animation, which means I had to redraw that part. However, I considered the second version looks better than the first, which was kind of a surprise to me.

Name of the Animation

Our movie’s name is Stenellar, this name came from the scientific name of the striped dolphin, which is Stenella coeruleoalba, and the word “Interstellar” could be related to the idea of space and stars. This name clearly shows the setting of our story, and it really suit the style of our animation too.

Music Design

Our music is produced through the software Garage Band. We wanted to have that feeling between the ocean and space. We didn’t want real music, but a sound like nature or dolphins chirping. We wanted to create an ethereal, mystical atmosphere through the background sound, and I think our final result was successful, the sound did pair well with our animation.

Final Outcome

Story Behind Our Animation

This story we want to express is a story of finding oneself. The light dolphins represent extreme happiness, they are always happy. The shadow dolphins, on the other hand, are in extreme sadness every day. These two extreme emotions are not good, because for the light dolphins who are happy every day, the sadness is actually hidden inside their hearts, and we want to imply that those who seem to be lively and outgoing on the outside, but actually suppress the pain inside for a long time, even they do not know how to express themselves. As for the shadow dolphins, they are wrapped in sadness every day and always think they are not good enough. These two psychological states will bring negative effects to the body and mind. Therefore, the “crystal” we designed in the middle of the story represents the opportunity to solve their problem. For the first time, they discovered that they can have different emotions. For the light dolphins, their sadness is accepted and understood. The shadow dolphins discovered their own goodness and were inspired by the positive energy of the light dolphins. Under the such positive influence, they become diamond dolphins. This diamond dolphin represents a state of relief after they have found a more comfortable way of life and a healthier body and mind.

Strengths and Weaknesses

Overall it was a special experience and I am satisfied with the final result. I really like the color tone of our animation because it fits our intergalactic theme very well. As for the improvement, I think the first thing is my timing. My animation is not smooth enough, because I don’t know how long each action and frame should be. In this part I really need to do more practice in my own time. In general, I think we can add more details to make the picture more rich, but now I think it looks a little monotonous. Moreover, for people who are watching it for the first time, the story may be a little hard to understand, and it is really difficult to tell the story clearly in 20 seconds, so we should make it simpler. According to the feedback of our screening session, many people mentioned that the color of the shadow dolphin was not clear enough, this aspect we can improve by adjusting the color. In my opinion, if we make the final diamond dolphin with more details that make it jump out, it will bring more surprise to the audience and will have more contrast with the previous story.

Overall Reflection

I think I have learned a lot after this, not only technically, but I think I have also improved socially and in terms of communication. I can express myself better, I was afraid to express my opinion before, but this time I think the tolerance and patience of my group members made me feel more confident that I was able to provide my idea to the group. I think I benefited a lot from this. I also think the final screening session helped me a lot, I think all the groups were very talented and I think I really got inspired and motivated by these great works. This is a mutual learning and motivating process, which makes this project more worthwhile.