ANM230 week013Role experience in different workflow & showreel

Today, we showcased our project to our fellow students, to our facilitators, to people from the industries, and to the public audience, which includes our friends and families.The above video is part of our final project deliverable.

It is the last week of this trimester, thus this will be my final blog in timester five as well as for the last studio project.In this blogs, I will summarized the roles I took in this project, and what i have done in the past twelve weeks.

This trimester I did concept design in the pre-production phase as well.But comparing to the previous trimester, it is less works. We put much effort on researching and doing the 3d animatic this time. Since it is more focus on the environment, by using the virtual camera we can get great ideas and can easily adjust.

In the production phase, I have done environment and character modeling , and also in charge of the lighting. I have got quite a good feedbacks today on the protagonist I modeled, specially on the wings. For the lighting, I definitely can try and experiment more and make it better. I should study more on that.

As I doing the model this time, I used Zbrush for a better result, and I really find it useful even thought I faced a lot of problems at the beginning. I feel it really worth to learn and it is a really necessary skill in the industry. I plan to learn more by myself later.

We plan to re-render the shots during the vacation. We got lots of praises and it worthy to spend more time to get a good render result. And this time, I want to participate in the post-production phase and try more on doing the video.


ANM230 week12 demograpy,genre, style

Our project in this trimester is all most about to finish. All of our work are finished in time and did not miss the submission deadline. Yesterday, we submit all the required documents including the final deliver video, the making, marketing materials and the art bibles. Below are some of the scenes before compositing.

light_0002_Layer 1.jpglight_0000_Layer 3.jpg

You can now see some of the element in our scene. If you read my preview blogs, you will understand better what is the style we want in the beginning.

Our story includes strong supernatural elements, including mythologies from ancient Greece and Rome. Our main character, Auros, was said to be destined to be reborn as the goddess of wind. In order to properly represent this, we have given her statue wings, as wings are often depicted in relation to the element of wind. We have also included the wing design in various objects in the environment, for example the guards and the logo, in order to emphasize the presence of the wind element in the protagonist’s story.

We were inspired a lot by Kingsglaive Final Fantasy XV, and refer a lot from it. Our environment  key elements, materials and style are really similar.

Another video we refer to is this one. It is in unreel engine. While the quality is really nice. We also have some similar elements style.

We summaries this cinematic project a fantasy genre. It contains lots of roman and european element.  There are lots of fantasy film had a big win in the box office, as well as the fantasy genre video game.

Our project is for all genders. As below graphs, according to the studies of demographic of video games and fantasy films. Most of the gamer like fantasy style and the peak age is around 25 to 35 years old. And in the fantasy film categories, we contain several elements, such as fantasy, villain / hero and magic. For films, the average age that can afford the ticket is from 15 years old. So as conclusion, the target audience is approximately from 15 to 45 years old.




Klafke, T. (2015, April 17). Throne Room – Temple of Utu – Unreal 4 Environment. Retrieved 2017, from

P. (2016, July 23). Kingsglaive Final Fantasy XV – Official Trailer. Retrieved 2017, from

Roberts, A. (1970, January 01). Alice Roberts 6177 AS Film Coursework. Retrieved 2017, from

ANM230 Week11

We been start putting out shot scene into the render farm in the past fews weeks. However we encounter lots of issues that force us stop and re-edit the scene file again and again. While we finally get one rendered even thought it is not complete and ha been changed again.  It took around one hour in render farm to get the result. I showed the rendered image to some professor and they response is it should not take too much time. We have to optimize the scene more.

Initially, Our team are all using 2016 version 3ds max, and we used lots of proxies in the scene. The school computer and render farm are 2017 versions. When we start render it keep showing errors and crash a lot. So we find the issues online that 2017 3ds max do not support 2016 3ds max proxy.  And some of the shader we used is not renderable in 2017. According to this tutorial, we replace all the 2016 proxy to 2017 versions.

And thankfully, that we are using lots of muti-material that used material ID. Which saved lots of replacing the material time.

To save the rendering time, I have pick up some shots which the focus object is far from the environment, and the environment does not move at all. I render the object in this scene separately, so I can just render only one background and re-using them. For the moving focus object, I save an separate file and made a new tree point lighting for it.



Pattarin, M. (2016, July 16). Crash Test 3ds max 2017 Mental ray proxy. Retrieved 2017, from


Private: ANM230 week10 lighting & skin shader

All our model, animation and camera set are done last week, I also done with the lighting for the overall environment. I have testing and gave lots of render test to get the base lighting done.

While for each scene, the light has to be continue edit to emphasize the shot appealing more.  After done with several test and find some tutorial on line. Several setting are really fit out scene.

For the light, The key light that I used  is the daylight system. The main light is the sun, and I have use the physical sky as environment map to give the soft blue skylight on the overall scene.  Since the main light is out side the building, to make the light come inside the interior more, and lighten up the asset inside, I set sky portal light for each window. And later we can on or off it according the scene. The exposure value will be shifting between 11 to 13 to get the good result.

According to the suggestion from the lecture, the statue can have a skin shader. So that when light shot on it, you can see the light pass by and give a good looking effect.

I have tried that out, and has different renders of how this shader react to the different light setting. If you can notice, that  light have pass through the lower wing and gave  different feeling in different light.


ANM230 week09 hair & dress

In this blog, I want to talk about the techniques I used for doing the hair and dress for the character. I plan to sculpt the hair directly in Zbrush, as I mentioned before in the blog in week 6. It is easier and have lots of control on editing the look and shape.

I have tried the cloth modifier in 3ds max by myself for doing the dress, and also asked help from my group members. But none of them work well. I also tried connecting two line shape and edit the mesh that is generated. the result is like the image below. However, This way was done before the character was been posed, so after the pose change it should change again, and it will be easier if i just start over in zbrush.


Since I am pretty new to the digital sculping, I found some guides online that help me a lot to do the hair and dress.

For hair, the detail should come gradually, start with the low resolution and the silhouette shape. and then start to build up the big hair strand by add clay. The DamStandard brush is really helpful to defining hair clumps. One of the really important key that I feel to make the hair looks more nature and realistic is the hair should feel the clumps is overlapping each other, specially the master big hair strand. (Below is the silhouette shape)


As the way I am doing for dress in 3ds max, in Zbrush the way I used work in way has similar theory which is bridging two shape to form the mesh. But these line shape we are using has to come from a subtool (mesh) by using a brush called The Bridge curve brush. Then shape the mesh according to the body’s pose, and draw the drapery accordingly.



Now the final result of the character is look like this.



Cain, J. W. (2016, April 11). 10 top tips for sculpted hair in ZBrush. Retrieved 2017, from

G., P. M. (2016, July 27). Cloth and drapery trick in ZBrush. Retrieved 2017, from


ANM230 week8 wing

As for the design concept, the main character, a female character which is kind of warrior and goddess type, has tree pairs of wing at the back.

In order to make it easier, I mainly used the Zbrush brush to form the shape of the wing. This method I learn from a tutorial from youtube that I really want to give credit to. I modeled the feather structure in 3ds max first in order to have more control on the topology. Then import it to the Zbrush and used brush to automatically duplicate it and form a wing shape. The image below is the result I got.


It us still not perfect, the feedback I got is the wing seams do not have structure and looks too uniform. If you look at the references below, you will noticed that all the wings have an arm like structure to support the wing. And the feather looks kind of random sizes.


After getting the feedback from the lecture, I added a arm bone on it. While it is still looking too stiff because of the arm bone is looking like a pipe.  So late I again adjust the arm bone, trying to make it has variation on the thickness. And add a gradually bend between the arm bone and the feather.

Snip20170303_7.pngThis is the final look of it.



최연수. (n.d.). 무료 3D 모델링 프로그램 Wings 3D 1.5.1 버전이 나왔습니다. 한국어 메뉴 지원합니다. Retrieved 2017, from korea3d/posts/j5BLsbDmJAN

ani230 week#7 zbrush posing & uv& zphere rig & industry used

In out project this time ,we are trying to avoid having a lot of animation and more concentrate in modeling. Our main character is basically a statue, which barely move. The only movement is the hand that shooting an arrow.

The character model I have initially is in T pose, since the animation is only on hand, we do not need to rig and skin the entire body. So it would be better if I pose the character directly. There are several ways to to acheive the posing stage, After doing some research and doing some trial. The best way I found is using Zbrush to pose.

Because I am not really familiar with Zbrush, I actually faced lots of problem when doing it, and I consumed lots of time to search and find solutions.

The way I am using is the plugin in zbrush named Transpose Master. It merge all the subtools or seperate asset as in one, then you can either transpose it or use zsphere rig.

I mainly use zsphere rig, and in the progress, I keep saving version file for the rig tool along with the deformed mesh, in case anytime I want to go back or continued edit the pose I can re use the rig I did. Below is the pose in progress.


However, there is something went wrong after confirm the transpose, all the subtool have to deform as what it is changed. But the mesh messed up. It start to appeal something like this.While they went okay after I restart the program.Snip20170306_35.png

The final body pose is now looking like this.



ANM230 week05 different ornament & line method I used

In our project this time , we are trying to show as much detail model as possible. As I mentioned before, we are doing kind of fantasy style, the architectural environment is more like roman & european look. So there are lots of ornament designs in our scene, such as on wall, stair and on statue as well.

There are several different ways to do the ornament pattern. The most common ways are using face polygon or line tool to trace the shape of the pattern. Both of them are useful, personally I prefer using the polygon.

However I found a convenient method online that using photoshop. The video was published by — on youtube. The method is transfer the pattern image to illustration AI path in photoshop. Then you can import the path in 3ds max. By using this method, you can save the tracing time, however the bad aspect is you don’t have lots of control on number of vertex and proper topology.

There is another tool that I really want to share is PolyDraw Panel. It is really useful when doing the ornament on uneven surface. By using the paint strips of polygon, you can quickly draw the shape and lay out the topology foundation for the ornament. I have used this method when doing the ornament on the statue’s cloth and helmet.



ANM230 week04 Bow & window & character face ref

Last week our lecture is out of the country. This week when he came back, he gave me some notes on the screenshot I sent. According to the suggestions, I add some more detail on the blue area, and gave some curves on the yellow area. Stairs.png

By adding the ground on the second floor, the overall staircase is now looking like this. Snip20170331_4.png

This week, I am also working progress on the window, bow, and fixing the face of the character at the same time.

According to the feedback that was given on the windows model, it is currently look flat and need more detail. By adding some carving and defining some edges, the window is looking more realistic.

Snip20170213_102Snip20170331_10The below image is the look of the bow right now. There are wing element in the design to match with the protagonist, as she has six wing. So you can tell directly it is belong to her. When I am doing the research, I also find a tutorial on how to rig the bow.


I found some concept of the goddess design and illustration. And I found one that I really like and want the main character to have similar face look with it. The character is still working progress and need create and adjust lots of things.135846cx5mesxvessfxsm5.jpg


Legendofthecryptids. (n.d.). Sun Goddess Amasol. Retrieved 2017, from

ANM230 week03 stairs change start model

This week, I concentrated mainly on modeling the staircase.Before we plan to do the environment as figure one, so the stair is kind of cylinder type of stage, where the statue will stand on it. The overall layout will be something like this.


Later, after discussion and reviews, we decide to change the layout, the stairs will be more European and Roman style, and the overall scene will then become more complex and more than one floor. The good reference that we got is the scene from Cinderella。


Since I will be the one who is doing the staircase, the whole staircase contains several elements which is steps, handle, railing and vase stone. And the actual element reference I found will be something like the images below. 6599244bd7eccda8cbaaaa38be5abb47.jpg

The workflow when I am doing the staircase is first making the base steps by using the default 3ds max stair. It is faster and convenient than you start modeling from box. And it really gives you lots of control.  After the default staircase is done, I used Bend and FFD modifier to deform it as what I want.  Below is the tutorial I found when I am doing the research on making stairs.


To make things easier, in the process, I used a lot of creating shapes from edges. Base on the line that was created, I can use loft or other modifiers to create a new model that follow the line path.


A. (2014, June 28). 3ds max tutorial – Create basic Staircase. Retrieved 2017, from

Cinderella (1950) Computer Wallpapers, Desktop Backgrounds | 1920×1200 | ID:335424. (n.d.). Retrieved 2017, from

Outdoor stone rail fence design. (n.d.). Retrieved 2017, from