Categories
1.1 immersion

Week 8: Dynamic Lighting

  • Backed (Static) Lighting: pre-rendered
  • Real-Time (Dynamic) Lighting
  • Raytracing

IES — lighting library — textures can be used to create dynamic lights (e.g. spotlight)

Changing the rotation of the DirationLight can have different times of sunshine in a day.

Project Progress:

After trying metahuman, the result is not working for my goddess character, I downloaded a female character with rig. However, the face of this model does not fit my plan. So I posed it and changed her face in Zbrush. And I used the same method for the other face I need for the water region.

Categories
1.2 animation

Week 10: Body Mechanic Blocking

Process:

Using image plane as reference

Blocking outcome:

Categories
1.2 animation

Week 9: Plan Body Mechanic Shot

My reference (Vincy helped me 🙂

Plan:

Categories
1.2 animation

Week 8: Polish Vanilla Walk

Side view only after polish the curve of weight controller:

Categories
1.2 animation

Week 7: Polish Walk Cycle

Vanilla Walk Cycle Spline:

Categories
Design for Animation, Narrative Structures and Film Language

Week 7:Narrative structure and Character Role

research proposal:

Title: Enhancing Immersive Game Narratives: Real-Time Rendering’s Impact on Storytelling and Player Engagement in Video Game Cutscenes.


Objective: To examine how real-time rendering technology enhances narrative design and player engagement in cutscenes.

Project Rational: Advancement in technology have revolutionized the gaming industry, especially the interactive storytelling. Unlike traditional pre-rendered methods, real-time rendering allows dynamic, player-driven narratives to adapt in-game choices.

This term, by studying Unreal Engine 5, a real-time rendering software. I have developed my interest in how this technology reshaping the gaming narrative. Real-time rendering has the capacity to produce highly immersive and interactive experiences. This technology will continue to expand and find new application in the industry.

The central question is how does the application of real-time rendering influence game narrative and player immersion. My argument is that real-time rendering enriches narrative design by enabling interactive and dynamic cutscenes with player choices (both story direction and character appearance). And this heightens player emotional investment and experiences in game.

Case study: Baldur’s Gate 3

Detroit: Become Human

Categories
1.1 immersion

Week 7: UE Catchup

I tried more Niagara particle effects for my project according to tutorials online, including a fire simulation, and some stars decorating the mountain.

The Foliage mode is useful with the paint tool.

Categories
Design for Animation, Narrative Structures and Film Language

Week 6:The Language Of Animation: Mise-en-Scène

A French term that literally means “placing on stage.” – a visual language

1 . Settings & Props

2. Costume, Hair & Make Up

3. Facial Expressions & Body Language

4. Lighting and Colour

5. Positioning of characters/objects within the frame

Mood and Emotion, Theme and Symbolism, Character

Categories
1.2 animation

Week 6: Vanilla Walk Cycle

Vanilla Walk – A basic walk

This Plan shows the basic time of a walk.

Blocking Play blast:

Weight Shift Spline:

Categories
1.1 immersion

Week 6: Control Rig

Animation > Control Rig In the Hierarchy, we can add control to the existing skeleton

Project Progress:

This week I learned how to do the Niagara Effect in my project. I used the cup I modeled as the base of a small fall. I got to know about how to change the particle’s mesh and material, and make it have a falling-down motion.

I also collected some assets from Fab for my scene.