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FMP

Week15 : Rendering in UE5

The last week I was tasked with importing all the models, animations, textures, cameras, and effects into UE5, matching them up and finishing the rendering.

In the meantime I also created some of the fabrics, and encountered many problems during the process, such as the uv distortion of the fabrics in the transformation shots, which was eventually solved by using dynamic mapping in ue.

For the Doctor’s part of the film we used the plugin metahumans in Ue5, which the teacher used to talk about in the last semester, and we used facial data for matching and finally rendered it in the ue scene.

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FMP

Week14: Setting up the camera in UE5

After I imported some of the cameras, animations into ue last week, at the same time it was time to prepare for the rendering, before the rendering, in order to make the picture more realistic and beautiful, my job is to add some effects to the camera, such as motion blur, drawing, edge blur, etc. I would like to thank my teacher Serra, for getting school computers for our group, which made us much more efficient and teaching us how to improve the quality of the rendering in the class.

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FMP

Week13:Importing shots into UE5

This week’s progress continues in UE5, we are importing the camera animation, character animation that we have tuned in MAYA, my job is to match all the effects, animation to the character in ue5, adjusting the camera parameters as well as the lighting, this is the first time I’ve ever done this in ue5 so I searched for a lot of instructional videos in the beginning stages, I’ve added shaking in ue for the camera, to make it more realistic as if it was taken from a hand-held video camera.

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Thesis

Week5:About FMP Thesis

As I begin to write the first paragraph of the main section this week, I want to start with the technical changes caused by the change in time, and I will break this large section into subsections that look specifically at the technical changes in cinematography over time, the changes in the language of cinema from director to director, and how they are all connected to each other.

While writing this paragraph, different questions always popped into my mind, which inspired the writing of later chapters, looking for different answers in cases and essays.

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Thesis

Week4:About FMP Thesis

This week, I started analysing cases and watching some of the films for reference, as well as starting to collate quotes as well as film references.

There are a lot of references as well as quotes from films in the film, which I have never used before in writing a dissertation, and this experience has shown me how to use these quotes and has taught me the importance of methodology.

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Thesis

Week3:About FMP Thesis

This week I started writing the literature review section, before that I reviewed a lot of literature to get a better understanding of the topic I want to explore, and I also got a lot of questions in the process, the literature has helped me tremendously from the beginning of learning about Roger Deakins, to learning about the cinematography industry, and learning about the technological changes in photography.

Of course, in addition to the literature review I had to watch a lot of films, not only those of Roger Deakins, but also those of many well-known directors, directors of photography, which will help me significantly in my future discussion of the differences between the works of different directors and those of Roger Deakins, so my methodology relies mainly on literature and case studies (films).

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Thesis

Week2:About FMP Thesis

One of the most crucial steps before writing the dissertation I think is to go to the literature, I am very interested in Roger Deakins’ photography techniques and his photography works, I have seen almost every one of his most director of photography’s works, and the camera language is another direction that I am good at in 3D animation, but I still lack a lot of relevant knowledge, for example, I am exploring how the techniques have changed with the development of time, and the technological reforms of different directors of photography in different periods, which is what I have to go to the literature to find out and understand.

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Thesis

Week1:About FMP Thesis

Based on the advice given by my teacher last semester, I decided to slightly revise my thesis topic and narrow it down a little bit, so that I can discuss the issues in a more targeted way, and eventually my thesis topic is how Roger Deakins’ cinematography has developed through the advancement of film technology, and it only explores Roger Deakins’ cinematography techniques and works of the master of cinematography, and of course, I will still mention different directors and cinematographers in the process to explore their photography styles so as to compare and contrast with them, and to find out the issues and answer the questions from them. process, I will still mention different directors as well as cinematographers to explore their photographic styles, so that I can compare and contrast with them to better understand Roger Deakins’ cinematography, and to discover and answer questions from them.

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FMP

Week12:Importing models into UE5

This week the project progress is starting to move into UE4, and since the models I’m making are all in MAYA, I need to export them as FBX files, then move into UE5 to texture them, and then do some simple lighting.

At this point in time, we found that the scene texture streaming in Ue5 is very severe, and this is one of the things we need to optimise later on, otherwise it will affect our rendering.

This mapping in order to comply with the UE5 mapping effect, strictly in accordance with the process, such as the normal map must use png format, while the other maps use exr format, as well as in addition to the base colour and normal mapping, we merge the metallicity, smoothness and AO mapping into a single mapping, in order to better optimize.

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FMP

Week11:Material mapping for props

This week we started to create props based on the needs of character animation, such as the soldier’s gun, the doctor’s syringe, etc. I was mainly responsible for the material mapping of the props, and the software I used was Substance painter.