Categories
Advanced and Experimental 3D Computer Animation Techniques Maya

WEEK1:Emotions through Camera

Study how the camera language (shots,angles, movement) is used to tell the story and express emotions.

Case: Lawrence of Arabia

Class exercise: Modify part of the original storyboard according to your own ideas.

Create two versions of the “5+5 shots” storyboard, expressing different emotion through the camera. 

Choose one of my friend’s storyboard shots and transfer it into Maya.

Categories
Advanced and Experimental 3D Computer Animation Techniques Collaborative Unit

WEEK1:Personal Conceptual Exploration

Key words:

Short Film Concept:

This film focuses on a racing driver in the critical moments before the start of a race. Through sound, rhythm, and subtle bodily micro-movements, it portrays the transition of emotion from tension to restraint and ultimately to a state of calm control.

The narrative is driven by the driver’s internal state, intercut with the preparation process of the race car—engine ignition, system calibration, and mechanical responses. These elements echo the driver’s breathing, focus, and physical adjustments, forming a synchronized relationship between human and machine under extreme conditions.

Rather than depicting the race itself or its outcome, the film concentrates on the moment just before pressure reaches its peak. As layers of sound and rhythm intensify toward a critical threshold, both visuals and audio suddenly fall into silence. The driver takes a deep breath.

Immediately after, the engine roars to life. The screen cuts to black, leaving only the sound of the crowd and the low-frequency rumble of the engine.

Finally, the Audi logo appears.

The entire film is presented in fifteen seconds: the first twelve seconds establish emotional tension and system readiness, while the final three seconds reveal the brand identity and message.

Through the concept of “calibration,” the film metaphorically expresses Audi’s brand philosophy—achieving peak performance through rationality, order, and control under conditions of extreme pressure.

Reference:

Categories
3D Computer Animation Fundamentals

FINAL SHOWREEL

Categories
3D Computer Animation Fundamentals Unreal engine

WEEK12:Rendering And Summary

When selecting shots for rendering, I focused on angles that enhance immersion, presenting the environment from a furtive, hidden perspective, as if the viewer is cautiously observing the scene. I repeatedly adjusted the camera’s aperture and focal length to achieve a more cinematic look. To support the dark and unsettling tone of the project, I chose a slow, eerie piece of music as the background score.

Throughout the production of this project, I gained a great deal of experience. Prior to this, I was not very proficient in 3D work, nor was I familiar with most 3D software. From modeling in ZBrush, to UV unwrapping and texturing in Maya and Substance Painter, and finally to scene assembly and rendering in Unreal Engine, I encountered a variety of challenges at every stage. However, by searching for tutorials, consulting classmates, and exploring alternative solutions, I was able to overcome these difficulties. This project also marks the first time I independently completed an entire production pipeline from modeling to final rendering, and overall, I am fairly satisfied with the result.

At the same time, there are some regrets. Spending too much time on early planning left me with limited time for polishing in the later stages. In addition, my unfamiliarity with several software tools—especially issues related to importing and exporting between different programs—cost me a significant amount of time. As a result, I had to revise my original concept of a taxidermy room and instead shift the scene toward a more surgical environment. I had initially planned to model specific assets such as hybrid specimens made from human and animal corpses, as well as an experimental electric chair, but due to time constraints, I had to rely on existing assets instead. Nevertheless, this experience has provided valuable lessons and will serve as an important foundation for future projects.

Categories
Design for Animation, Narrative Structures & Film Language

WEEK12:Presentation

Categories
3D Computer Animation Fundamentals Unreal engine

WEEK11:Scene Setup Completed And Cameras Placed

I completed the full scene setup and added several warm light sources to enhance visual depth and layering. I also introduced foreground occluding elements for specific shots to increase the sense of depth of field, helping organize the relationships between objects so the composition does not feel cluttered.

For the camera perspective, I chose a low-angle view to convey a sense of vulnerability and smallness, contrasting with the scale of the environment and the menace of the monster. This perspective is intended to evoke a first-person feeling, enhancing immersion and reinforcing the overall sense of danger and oppression.

Categories
3D Computer Animation Fundamentals Maya

WEEK11:Polish Body Mechanics

Categories
3D Computer Animation Fundamentals Unreal engine

WEEK10:Camera Sequence And Initial Render

I began creating the camera shot sequence, experimenting with low-angle views to enhance the monster’s sense of oppression, and conducted initial rendering tests. By keeping the overall environment lighting dark while using localized high-contrast illumination, I aimed to create a confined and oppressive surgical atmosphere. However, during rendering, I encountered issues with noise and overexposed highlights, which will require further optimization of lighting parameters and post-processing effects.

Categories
3D Computer Animation Fundamentals Maya

WEEK10:Polish Body Mechanics

Categories
3D Computer Animation Fundamentals Unreal engine

WEEK9 : Scene Detail Refinement And Atmosphere Enhancement

Without changing the overall structure, I added more background assets such as furniture, clutter, and floor details, drawing inspiration from the spatial density and sense of oppression found in Little Nightmares to enrich the interior layering. By introducing darker areas and scattered objects, I reduced the sense of cleanliness in the space, making the environment feel more eerie and grounded. However, I also found that too many props can easily distract from the visual focal point, requiring repeated adjustments and refinement.