This week the mapping was done through Substance painter and I added some old textures to the textures



Looks a bit like the movie Pacific Rim 🙂
This week the mapping was done through Substance painter and I added some old textures to the textures
Looks a bit like the movie Pacific Rim 🙂
This week I have adjusted some shots that need to be corrected. I also adjusted the pace at the beginning of the story to make it more tense and tight.
Also George gave me some advice on how to handle the ending.
In the proposal submitted Nigel gave feedback about my assignment – The phrase “good work” in the title is too vague, what qualifies as good?
This question sparked a series of thoughts for me. In my dissertation, I explored the definition of a work as good or bad and what factors determine this definition. Although I mentioned in my essay the impact and importance of happy endings on a work, I did not clearly articulate what makes a work classified as good.
The definition of what is good or bad for a work is relative. Everyone’s idea of what constitutes a good work may be different. Some people may focus more on the gripping and tense developments of the plot, while others may value the depth and themes explored in the work. The definition of good writing should therefore take into account the tastes and preferences of different readers.
In addition to personal preference, a good work should have some common characteristics. Firstly, it should be able to resonate with the reader and resonate emotionally. A good work can move the heart and allow readers to find their own stories and emotional experiences within it. Secondly, a good work should have unique and vivid characters. By portraying in-depth characters, the work can better convey emotions and ideas. In addition, a good work should have a compelling story structure and a tight narrative style to keep the reader’s interest and desire to read.
However, to judge whether a work is good or not, one also needs to take into account the cultural context and the time period. The definition of a good work may vary from culture to culture and from time to time. A good work should be able to resonate with the current social context and provoke dialogue and reflection
This week’s work was centred on animation and we started to pace the animation through Jixuan’s storyboard.
As we have a wechat group chat, we had a lot of questions on wechat. Fortunately, the mapping channels painted with the Substance painter were successfully displayed in the UE. The animations also made it into the UE.
The rest was left to Jiayue to make adjustments to the footage and graphics.
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.