Wei Xiong


Week 1

We were brief about all the requirements and the tasks that we had to accomplish upon receiving this project. The first task that was present to us was to create visual effects for the upcoming NDP. There were a total of three different scenes that we had to do. Namely an ocean scene, Bukit Ho Swee fire and a Sars scene. My role was to work on the Sars scene while Vincent and Ling Zheng work on the other two. 

What I had to accomplish was to create a scene that would show how Singapore fight against Sars during the Sars period. Firstly, I did some research on the net so that I would have a better idea on how to portray this scene with visual effects. The 3D scene contains a hand that was attacked by germs and eventually repelling all of them. 

After looking through the reference, I start by rotoing the footage of a hand as there was a need to isolate the hand from the background. As soon as I finished the roto, I looked for model reference of bacteria so that I could get a better idea on how to establish my base model. The modeling of the bacteria was done in Maya and a custom shader was then added. Particle emission was also added on all the instanced model to mimic the smoky effect on it.


The next step that was told to me was to duplicate a whole bunch of bacteria and have them floating about the scene. Some would collide against the hand, while the others would just move randomly. 

For this part, I emit random particles around the scene and instance them with the bacteria model. I also added some expressions to make sure that each of the instanced model would have a random rotation and movement. 

Week 2

This week, I started with the repelling of bacteria against the hand. For this task, I imported the default human model that was present in Mudbox into Maya so that it could be used as a target for collision. I removed the whole of the model while keeping the hand. Next, I rigged the hand model and animate it according to the movement of the hand in the footage. This process was rather tedious as there was a need to animate it frame by frame, making sure that the collision was accurate. Upon completion, I used particle goal to attract some of the particles towards the hand, which represents the attacking germs. The hand was then made into a rigid body so that the particles would bounce off the surface as if being repelled by the hand.
Background Plate



After reviewing this shot with the lecturer, i was told to create an eerie looking plate for the background. I decided to create this effect in After Effects as it was just a 2D effect. I created the background using mainly fractal noise and glow. 

 As soon as i finished with the background plate. I composited all the different elements in nuke and render it out for review. However, the feedback from the review was to scrape this idea as this effect is not really what they are looking for. 

Thus, I started out with helping Ling Zheng with the Bukit Ho Swee fire.



Week 3

I look through all the files that were passed down by the previous batch and organize them a little so that it would be easier for me to work on them. I was told to work on the burning of the buildings using the fire effects that were present in Maya.

The first thing I did was to discuss and set up the camera angles for all the three shots with Ling Zheng. The shots consist of a Top view, Close up and Pan across.

 
Close Up

 
Pan Across

Top View

Next, I started with the testing fire using Maya fluid. After all the tweaking and shader adjustment, the look of the fluid fire is good, however, the render time for it takes way too long to calculate. Thus. I decided to switch to particle fire instead. Although the result was not as good as the fluid fire, it takes way faster to render which is decent for an effects heavy shot. Fields have to be added in as it provides a better control over how the particle would move.

 

After getting the movement of the fire to look right. I added a shader to the existing particles and tweak them to the point that it looks good in the scene. Here is a test render of how the fire looks like.

 

As soon as Ling Zheng pass me the file with the shatters. I started to work on the particle fire and eventually setting it for render.

Week 4

This week, Ling Zheng and me started to compile the first shot 'Pan Across' after collecting all the render layers. Stock footage of fire were also used to slot in between the buildings as well as both the foreground and background.

Compiled Shot of Pan Across

Right after we finish compiling, we proceed on to the next shot 'Close Up'. The work flow for this shot is much easier compare to the previous one as we already got all the knowledge on how to do the shatter and fire. Stock footage of fire was composite both in the foreground and background layer. 

Compiled Shot of Close Up
 
I aid the motion graphics student with some animation of objects in the Malay scene. Basically I had to fixed the key frame on some of the objects, such as animating the spin for a top and creating a bouncing animation for a ball. I also did some popping up animation of buildings in the Eurasian scene. 

Week 5

This week, i start my work on the third shot which is the 'Top View'. This shot was slightly harder compare to the other two as the whole village is clearly seen. Stock footage could not be use in this shot as it was 2D. Thus, more particle fire had to be place in the shot. After all the fire and shatter was set, we render and compiled it as soon as the render was done. 

Compiled Shot of Top View 





After finishing the rendering and compiling on all the three shots. I started the editing of the video in premier pro to fit the sound clips that was given to us by the NDP committee. The cuts of the wave and fire have to be in sync with the music. The task was a bit of a problem at the start as the premier file was quite confusing due to the excess amount of clips that were in it. I then render out the video after finishing with the edits and send it over to the NDP committee for review.

I also help part of the motion graphics scene by animating the fanning movement of feathers, creating of candle flames and animating of cameras.

Week 6 

At the start of this week, we were brief about the alien project and all the files that we have look through. The first task that was assigned to us was to light the alien in the shot. The shot that I was assigned to at the start was shot 16 and 26. The lighting that I used for my shot consist of directional light, area lights and image-based lighting. Later that found out that Ferisa was working on the same shot. Hence, i focus on shot 16 instead.

Alien Shot 16
Shot 16 Light Rig

 
Shot 26 Lighting 



I did more changes on the NDP edits as there was a change in music. This time was easier compared to the first time I did the edits as I had already organize all the different footage.

Week 7

This week, we were given a task which is to texture the alien model. Vincent, Ling Zheng and I thought that if each of us do a different version of the alien we would have more variety to choose from. This is the first actual time that I use Mudbox. Thus, I took some time learning the interface and familiarizing myself with all the paints tools. Before I started painting on the actual model, i went searching for some references of alien so i could get a better idea on how and what kind of color scheme to use. I also started with some minor test in the texturing of the alien.

Some of the reference images that i found




I remake the barrier that was done by the previous batch as the file from the previous batch was corrupted. I also did some improvisation on the effects by adding some shockwaves and distortion effects.



I did the last edits for the NDP this week. There was quite a big difference in comparison to the previous one. The music was extended and there was a empty gap in between. I have to add in extra stock footage of fire and match them to the music.

NDP Edits
Week 8

I started my actual painting in Mudbox this week. I look for textures that i would be able to use and try to paint it on the alien model using projection. 




Week 9

I did some touch up on the alien texture according to the feedback given. I removed the sticky and slimy feel on the alien and give it a rough look instead.

Front View

Back View

Close Up
Week 10

After reviewing all the textures that were done, Ling Zheng texture was chosen to be used. I did some touch up on the alien hand and bum. After which, I exported the texture into Maya scene to test it with the lighting. The first time I imported the texture into Maya, the alien looks overly dark, hence, I bump up all the values of the lighting and try to match it with the scene.  



Week 11 

I received some feedback that the muscles of the alien was too bright. I edited the texture by painting a darker layer over it and toning down the opacity.
 


There was a need to do the hand animation for this shot as the movement of the wrist and finger looks totally out of place. It took me quite awhile to get the hand rig done as i had to do it frame by frame.


Before Animated

After Animated
I spent the rest of the time doing test renders and compiling them in nuke.


Week 12

I finished my compilation of the shot that was assigned to me and started working on the breakdown video on both the alien and NDP.

Shot 16 Compiled






 




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