Finished the UVs for the arms this week. Also found a suitable style HDR mapping.


Finished the UVs for the arms this week. Also found a suitable style HDR mapping.
I finally finished the first version with all the footage, but at the same time there were many problems.
George gave me a lot of great advice and I took note of it all and I will be tweaking it after the class.
In my research, I found that the issue of whether a happy ending is tied to commercial value, and this was confirmed in a report by The New York Times. The report stated that for commercial productions, a happy ending is very important because it can bring audience satisfaction and repeat viewings, thus promoting box office revenue. At the same time, the definition of a happy ending may vary depending on different cultures and backgrounds. Some cultures tend to convey hope and optimism, while others are more inclined to explore the complexities and challenges of being human. Therefore, when deciding what kind of ending to choose for a work, various factors should be considered, such as themes, plot, and cultural context.
This week, I have added colour to the main character’s house.
I had a discussion with Jiawei about the adjustment of the character’s model.
Also this week I had a discussion about the material channels in MAYA and SUBSTANCE PAINTER. As many of us had not used UE5 before, we were worried that there would be a lot of problems in the rendering stage.
This week I finished the basic design of the main house, which I wanted to make look like a carrot. But after some discussion I couldn’t just stick it in the ground because it would be like a pineapple instead of a carrot. So I wanted to place it horizontally and add some angles.
I sent this part of the sketch to YANG first, as he needed to start modelling the house.
This week we continue to complete the arms and shoulders. I hadn’t thought of expressing this arm joint control through a small hydraulic lever.
I took George’s advice and changed some of the shots and movements. I have also added some endings that I have just finished.
I also drew some character styles.
Abstract:
A satisfying conclusion is crucial for a good work of art, as it meets readers’ expectations and leaves them fulfilled. Such a conclusion enhances the artistic and commercial value of a work, as it allows readers to reflect and gain inspiration, increasing the likelihood of repeat reads and recommendations. However, it is not always necessary for all works, as conclusive endings may disrupt the ambiance and theme or make the work lack depth and realism. In such cases, open-ended conclusions may be preferable, allowing readers to interpret and imagine the story themselves, enhancing the artistic value and meaning of the work. Similarly, films and television shows may also benefit from open-ended conclusions, leaving a profound impact on the audience.
The idea that a good work does not necessarily require a happy ending is not new, and it has been discussed in various art forms, including movies. A New York Times article highlighted the view of Ms. Doran, who concluded that positive movies do not necessarily have happy endings. This observation is in line with my perspective on the topic. In fact, a non-happy ending may even enhance the artistic value of a work, as it can offer a more nuanced and complex portrayal of the human condition. It is also important to recognize that the audience’s expectation of an ending may vary depending on the genre, style, and cultural context of a work. Therefore, it is essential to evaluate the ending of a work from multiple angles, considering its artistic, commercial, and thematic significance. Ultimately, a good work should leave a lasting impression on the audience, regardless of whether the ending is happy or not.
After much consideration, I have changed the ending of my story. There is a final battle when the story of the protagonist’s past is known.
I took a lot of Chinese fighting style references and added weapons and bare-handed fighting sections. However, given the time and difficulty of the final production, I designed the actual fight to be relatively short, around 30 seconds. In the end I gave the main character a redemption by sacrificing himself.
In this week’s lesson we did a simple control of the palm and finger parts of the hand using a positioner. I’m not particularly good at rigging and this lesson has taught me a lot of lessons and the layering of the individual joints has helped me to further my understanding of the layers and foundations.
I also adapted the finger model while working on the finger control.