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Group Reels

Term 3 – Group project Showreel

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Thesis

Thesis Proposal

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Personal

Week 30: Personal Project_Randering

I set aside 2 days to render before the final personal project render. I followed the rendering in the tutorial with a lot of rendering setup using code. For example 01: r.ScreenPercentage 200. It is the setting to increase the rendering screen percentage. And “r.SSS.Burley.NumSamplesOverride 256” to reduce the noise of the 3s material. Then the rendering was carried out. Unexpectedly, the rendering of UE5 was very fast.

The first experimental rendering took only 2 hours to complete the rendering. After the first render, I had to reset the fog and point and directional lights. Finally rendered (I chose 2640_1080 camera frame size following the tutorial’s advice at the very beginning). Then I will sort out the production process in the whole process and make a showreel for personal projects.

Categories
Thesis

Week 30: Thesis Proposal_Proposal Draft

•      Research title or question

The Differences in Stylistic Approaches of Visual Effects in Film and Games.

•      Draft Introduction

Since its integration with film and other visual mediums in the late 1970s, Computer Generated Imagery (CGI) has evolved and become an integral component of visual products. Presently, a vast number of films in the market incorporate a combination of real-world footage captured by cameras and digitally enhanced visual effects. On the other hand, in video games, every visual element is generated through computer systems and programs. These works draw inspiration from reality while simultaneously surpassing it. Visual effects play a crucial role in elevating these products beyond reality, captivating both viewers and players. Different visual styles, as manifested in the use of effects, serve directors and game designers in achieving sometimes contrasting, and yet occasionally harmonious, objectives. The purpose of this study is to explore the artistic variations in visual effects employed in films and games, as well as to examine the fusion and similarities that have emerged between them over the past half-century of development.

•      Key words searched

Film, Electronic game, Realistic art style, Cel-shaded art style, Unreal engine, Visual style,

•      Research Design Methods

The purpose of this thesis is to investigate the differences in visual effects styles used in different films and games. The research approach will primarily employ a comparative analysis. The research design will involve a systematic review of relevant literature and analysis of existing visual media. Representative samples of films and games, chosen to ensure diversity and significance in the field of visual effects, will be selected from different genres and time periods. In-depth visual analysis, capturing screenshots and video clips, and examining relevant papers on the respective films and games will be conducted. The comparisons will be divided into three stages. The first stage will involve comparing visual effects styles in different films. Two films that have extensively utilized visual effects will be selected, and their visual effects usage in specific segments and the overall impact on the films will be examined. Three to four scenes from each film that incorporate visual effects will be analyzed and compared. The second stage will focus on comparing visual effects styles in video games. The third stage will involve comparing the visual effects styles between one of the selected films and one of the selected games. The anticipated results of this study are expected to significantly contribute to the understanding of visual effects styles in films and games, providing insights for future developments and innovations in the field.

•      General outline of each chapter

  1. Literature Review: Here we will review some of the main resources that will appear in the article, and the theoretical framework is established in this paper. Connect to the existing body of research on the topic of this article and how it relates to other pieces of research.
  • Introduction: In this paragraph, introduce the research design methods for your thesis, which aims to investigate the differences in the style of visual effects used in films and games. Explain the importance of understanding these differences and how they contribute to the overall experience of visual media.
  • Comparative Chapter 1: The Use of Visual Effects in Realistic Films and Science Fiction/Fantasy Films. The application of visual effects in realistic films aims to compensate for the limitations of practical filming, while in science fiction and fantasy films, visual effects are utilized to create visually immersive experiences for the audience, enhancing the portrayal of entirely fictional content.
  • Comparative Chapter 2: Realistic Art Style Games vs. Cel-Shaded Art Style Games. This chapter explores the differences in perception and impact between two visual effects styles in games: realistic art style and cel-shaded art style. It examines how these styles contribute to the overall gaming experience and elicit distinct emotional responses.
  • Comparative Chapter 3: Objectives of Visual Effects in Films vs. Games. In this chapter, the primary objectives of visual effects in films and games are compared. While visual effects in films often prioritize creating a sense of realism, visual effects in games serve multiple purposes and aim to enhance interactive experiences for players.
  • Comparative Chapter 4: Convergence of Realistic Art Style Games and Film-Inspired Visual Effects. This chapter focuses on the increasing pursuit of realism in certain realistic art style games and how visual effects in films are being adapted for game production. It explores the ways in which visual effects techniques from films are utilized in creating game effects.
  • Conclusion: Synthesis of Comparative Differences and Future Developments. The concluding chapter summarizes the main comparative differences observed between the studied objects and their functional disparities. Drawing upon the discussions from Chapter 3 and Chapter 4, predictions are made regarding the future development of visual effects in films and games.

•      Draft literature review

As defined in Donovan, Cho, Magnifico, and Lee (2013), visual style is used to describe a video game’s “cohesive and unifying visual aesthetic” in accordance with a set of terms found in a controlled vocabulary.

(I haven’t finished sorting out the sources in the literature review.)

Categories
Group

Week 30: Group Assets_Final touches and rendering

I just finished some of the texture changes that Dom made on my bookshelf last week, so I communicated with Martyna in the last week of the project. Asked if our project has reached the stage of final rendering, if not, can I update my latest assets again. The bookshelf will be re-uploaded into the final project after communication.

At the end of this week, Mariana was used to share the Maya studio assets with everyone for rendering and display. This rendering display is to prepare for the follow-up showreel and also to give the team members a quick preview of the completed assets. After 3 revisions and three renders using the school’s render farm, I finally settled on the right brightness.

Categories
Personal

Week 29: Personal Project_abc animation & camera animation

The hooking project this week is to make A B C animation. This animation is mainly about the twisting and forward movement of the snake. I first re-imported the snake’s assets in CeCebabe, and then used the path animation in C 4D to make the snake produce direction. front twisting sensation. Then export this animation and model as A B C model asset and import it after opening U E5. Then add textures and shaders to the newly imported model assets. A simple preview can be performed in the animation editing interface of UE5, and animation can also be added to the camera in this interface. I very simply added a close-up animation of the chess piece getting closer. In the tutorial, the movement of the camera is simulated moving forward, so there will be some jitter, but I did not add this jitter.

Categories
Thesis

Week 29: Thesis Proposal_ Draft of Research Design Methods & Indicative bibliography

Draft of Research Design Methods

The purpose of this thesis is to investigate the differences in visual effects styles used in different films and games. The research approach will primarily employ a comparative analysis. The research design will involve a systematic review of relevant literature and analysis of existing visual media. Representative samples of films and games, chosen to ensure diversity and significance in the field of visual effects, will be selected from different genres and time periods. In-depth visual analysis, capturing screenshots and video clips, and examining relevant papers on the respective films and games will be conducted. The comparisons will be divided into three stages. The first stage will involve comparing visual effects styles in different films. Two films that have extensively utilized visual effects will be selected, and their visual effects usage in specific segments and the overall impact on the films will be examined. Three to four scenes from each film that incorporate visual effects will be analyzed and compared. The second stage will focus on comparing visual effects styles in video games. The third stage will involve comparing the visual effects styles between one of the selected films and one of the selected games. The anticipated results of this study are expected to significantly contribute to the understanding of visual effects styles in films and games, providing insights for future developments and innovations in the field.

Indicative bibliography

Yin, W. (2012) The style of video games graphics: Analyzing the functions of visual styles in storytelling and gameplay in video games. dissertation.

Dunlop, R. (2017) Production Pipeline Fundamentals for film and games. New York: Focal Press.

de Joya, J.M., Coull, A., Davidson, K., Libreri, K., Stringfellow, R., Penty, C., Polson, B. and Vitz, F., 2015. Convergences in film and games technology. In ACM SIGGRAPH 2015 Panels (pp. 1-2).

Skalski, P.D., Neuendorf, K.A., Lieberman, E.A. and Denny, J., 2008. The parallel development of film and video game technologies: History and implications. Paperpresented at The Long History of New Media: Contemporary and future developments contextualized, McGill University, Montreal, Canada.

Carter, W.M., 2021. Animating Past Worlds. VIRTUAL HERITAGE, p.39.

Chernyakhovsky, A., Understanding the Convergence of Video Game and Film Styles.

Vääräniemi, T., 2016. Example Solutions of Visual Effects in Fantasy Games.

Fuchs, M. and Thoss, J. eds., 2019. Intermedia Games—Games Inter Media: Video Games and Intermediality. Bloomsbury Publishing USA.

Cho, H., Donovan, A. and Lee, J.H., 2018. Art in an algorithm: A taxonomy for describing video game visual styles. Journal of the Association for Information Science and Technology69(5), pp.633-646.

Categories
Group

Week 29: Group Assets_Bookstack

After discussion between the group members and the teacher, we know that each student who makes assets needs to make at least three assets, so I temporarily added an asset task, and I chose to use some of the books I made before to make some new books and New materials, UV textures and a new asset for a stack of books. These books are to be placed outside on the ground or on a table. So the textures of the new two books are 4K high-definition textures.

This is my third asset, books stack. Based on the books in the bookshelf, I made high-definition material adjustments, roughness, normal and other parameters adjustments. Then combined, it will be placed on the coffee table.

Categories
Personal

Week 28: Personal Project_Environmental asset placement & Point light

Categories
Thesis

Week 28: Thesis Proposal_Introduction Draft

Since its integration with film and other visual mediums in the late 1970s, Computer Generated Imagery (CGI) has evolved and become an integral component of visual products. Presently, a vast number of films in the market incorporate a combination of real-world footage captured by cameras and digitally enhanced visual effects. On the other hand, in video games, every visual element is generated through computer systems and programs. These works draw inspiration from reality while simultaneously surpassing it. Visual effects play a crucial role in elevating these products beyond reality, captivating both viewers and players. Different visual styles, as manifested in the use of effects, serve directors and game designers in achieving sometimes contrasting, and yet occasionally harmonious, objectives. The purpose of this study is to explore the artistic variations in visual effects employed in films and games, as well as to examine the fusion and similarities that have emerged between them over the past half-century of development.