Final Project: Final video & reflection
Reflection:
Overall, I am happy of how this project turned out, as well as appreciating the knowledge that I have earned through the process of making it. One of the most challenging aspect for me at the beginning that has affected my ability to start was being unsure of what I wanted to make, which got me really anxious and definitely did not help my creativity. I figured I was being too ambitious and got overwhelmed by all the ideas I wanted to make and all the softwares to learn. I eventually had some reflection and reminded myself that the main aim of this project is for me to learn new softwares and practice VFX fundamentals, so I need to lower my expectation for myself and just experiment. I did not have a plan or storyboard at first, and the idea only started coming together as I was creating my Unreal Scene. I have had the vision in mind of the theme that my art usually follows, so every idea after that was by all mean a trust in my own process and experimentation.
Unreal Engine:
In terms of my scene in Unreal Engine, this was the first time that I have used the software and was definitely amazed by how powerful it is in handling such a heavy scene full of foliage (in real time as well). That being said, it took me experimenting on a dozen of projects before I was finally satisfied with what I created, which eventually helped me get more fluent with the software itself. If I have had more time or had a clearer vision in mind, I would have modelled more of my own objects and learned how to texture them realisticly to put into the scene. However, I optimized by playing around with every single material in the scene, from static meshes to foliage to landscape material. This has definitely made me feel more confident on working with models and materials in Unreal. Moreover, I have learned the workflow of importing Alembic into Unreal for animation. The most time consuming part of this was setting up and applying the material for every single parts of the model. In the future, I want to learn how to animate properly and using FBX or USD format to understand the workflow more intensively, also to give myself more freedom in posing and animating the characters.
Zbrush/Substance Painter/Daz
Throughout this project, I have strengthen my skill and love for 3D art when I got to learn my 2 favourite softwares Zbrush and Substance Painter. The leaf boat in particular was something so simple yet I put much effort to make it my own creation. I definitely have spent way more time than I needed to on the sculpting of the boat. If I had to do it again, I would have painted the veins of the leaf with Substance Painter. Yet the workflow that I took luckily taught me valuable lessons in how to work with high & low poly in Zbrush, as well as the baking process before moving to texturing. Considering what I have learned for this, I consider it as a win 🙂
Other used softwares:
Blender: Modelling, Particle system, Animation
Nuke: Compositing the bubbles
Photoshop: Texture creation and editting
Premiere Pro: Final Video editing and rendering
What I want to improve in the future projects:
Apart from strengthening my skill in animation, modelling/sculpting/texturing, I definitely want to be more mindful about the filmmaking/cinematic aspect in the future. I think the final video turned out beautifully, yet it lacks storytelling. I believe if I had solidify a vision earlier on, I would have spent more time on planning, writing a script and making a storyboard. This is typically a workflow known in the industry as well, so eventhough I have always been working purely based on intuition and experimentation, I need to improve on this so I can create more impactful visuals and for anyone who wants to understand my creative process better.
Furthermore, I want to use Nuke more in my future projects since I think it’s a very powerful software. However I have considered its uses in this project and thought it would be better if I know how to to 3D tracking and compositing due to the light and shadow of the scene (which we haven’t fully learned on yet). Luckily the bubble worked out perfectly as it has a complex shader that I have set up, which would be hard to transfer from Blender to Unreal, therefore the use of Nuke in this case is justified and helped blending the bubbles into the scene nicely.
After all, thank you so much for all the help from my tutors to make this project happened!