Author: Mingxin Luo

  • In-Class note

    WEEK6

    26/10 10:00 – 13:00

    ZBrush Basics and Maya Retopology

    ActionShortcut
    Rotate viewLeft-drag on empty canvas
    Pan viewAlt + left-drag on empty canvas
    Zoom viewAlt + left-drag, then release Alt while still dragging
    Frame modelF
    Show polygon wireframeShift + F
    Open brush paletteB
    SmoothHold Shift
    MaskHold Ctrl
    Invert brush effectHold Alt
    Brush sizeS
    Brush intensityU
    SymmetryX

    DynaMesh

    • Purpose: Rebuilds the mesh with evenly distributed polygons
    • Use: Early-stage blocking and large shape changes
    • Benefit: Reduces stretching after heavy sculpting
    • Location: Tool > Geometry > DynaMesh
    • Key setting: Resolution controls mesh density
    • Update: Ctrl + drag on empty canvas to remesh

    ZRemesher

    • Purpose: Automatically generates cleaner, quad-based topology
    • Use: Simplifying a sculpt and improving its edge flow
    • Location: Tool > Geometry > ZRemesher
    • Key setting: Target Polygons Count controls the approximate polygon count
    • Limitation: Automatic results may still need manual cleanup, especially for animation

    Retopology in Maya

    • Purpose: Rebuilds a dense sculpt as a cleaner, lower-poly mesh
    • Why it matters: Clean topology makes UV unwrapping, baking, rigging and animation easier
    • Tools: Make Live and Quad Draw
    • Good practice:
      • Use mostly quads
      • Keep polygons evenly distributed
      • Follow the form with edge loops
      • Add supporting loops around joints

    29/10 17:00 – 21: 00

    NUKE ROTO and TRACKER

    WEEK7

    02/11 10:00 – 13:00

    Maya Modelling and Rigging Basics

    Maya Fundamentals

    • Learned the interface and core tools
    • WER_move/rotate/scale
    • Hide_H

    Castle Wall Modelling

    • Tools: Extrude, Bevel

    Landscape

    • Tool: Soft Selection_B
    • Method: Edited vertices to create uneven terrain

    Character Blockout

    • Workflow: Cube → Subdivide → Extrude
    • Approach: Overall form first, then details

    Rigging

    • Tool: Auto Rig
    • Purpose: Tested model quality through rigging
    • Note: The character must face forward

    02/11 14:00 – 17:00

    Water and Foliage Systems

    Water System Setup

    • Water plugins
    • Water Body types: Ocean, Lake, River
    • Water Zone: controls shared water properties
    • Water Brush Manager: supports terrain carving

    Water Adjustments

    • Ocean: matched Zone Extent and Ocean Extents
    • River: edited spline points, depth, width and velocity
    • Waves: adjusted Gerstner Waves, Wave Attenuation Water Depth and Max Wave Height Offset
    • Terrain: adjusted carving and blending with Curve Settings, Falloff Settings and Effects
    • Shallow Water River: lightweight Niagara 2D fluid simulation

    Water Material

    • Material: Single Layer Water
    • Workflow: copied material instances to the project folder and added the _local suffix
    • Colour: Absorption, Scattering
    • Detail: Caustics

    Foliage Workflows

    • Foliage Tools: manual painting with high artistic control
    • Landscape Grass Type: automated, material-driven groundcover
    • Procedural Foliage Spawner and Volume: large forests and biome transitions
    • Procedural Vegetation: graph-based vegetation creation

    Foliage Optimisation

    • Culling: hides foliage that is out of view or too far away
    • LOD: reduces detail with distance
    • Console commands:
      • r.RayTracing.Culling 0
      • r.RayTracing.Geometry.InstancedStaticMeshes.Culling 0
      • foliage.ForceLOD 0
    • Assets: low-poly for backgrounds, high-poly for hero shots
    • Monitoring: checked performance with Show FPS and Show Stats

  • Unit: VFX Fundamentals

    Concept

    THEME:“Who Is the Fish in the Tank?”

    The main subject of this project is a carousel, which was originally developed as the central asset for another assignment. In that project, the carousel was placed in an abandoned amusement park. For this project, I wanted to explore how the same object could change in meaning and visual impact when placed in a different environment.

    Instead of using another realistic amusement-park setting, I decided to place the carousel in a surreal indoor water park. This change of environment allows me to explore the relationship between the carousel and water, reflections, floating fish and dreamlike space. It also allows me to compare how the same object can create different emotions and narratives through changes in context, lighting, colour and composition.

    It explores how our understanding of normality depends on perspective and established conventions. The entire scene takes place inside a giant aquarium. The carousel and the fish remain upright, while the surrounding architecture is inverted, creating a world that appears impossible but follows its own visual rules.

    Reference

    ELEMENTS

    Element
    fish tank
    fish
    Carousel
    The first perspective(hand)
    balloon
    Reversing

    Ambiance image(older version)

    Version 1

    Overall:
    The image is made by AI. The image presents a surreal and empty indoor water park. The warm lights of the carousel contrast with the cool blue pool environment, creating a nostalgic, dreamlike and slightly unfamiliar atmosphere. The reflective water connects the different elements and reinforces the sense of a childhood dream

    Foreground:
    Large tropical fish appear close to the camera on both sides of the frame, creating depth and framing the image. A pink inflatable ring is visible in the lower-left corner, while the wet pool tiles reflect the orange and blue lighting.

    Midground – Main Subject:
    The rabbit carousel is positioned near the centre of the composition and acts as the main visual focus. Its warm bulbs and decorated canopy contrast with the surrounding blue environment. The carved rabbits replace the traditional carousel horses and give the object a softer, more dreamlike identity.

    Background:
    The background contains an indoor water slide, columns, palm trees, balloons, swan boats and more floating fish. A long blue corridor creates depth on the right side, while the rainbow visible through the distant arch adds an impossible dreamlike element.

    Storyline

    TimeShot and PerspectiveVisual ActionSound
    0–6sBlack screen → first-person viewA phone rings. The viewer opens their eyes and sees a public telephone beside a fish tank.Telephone ringing and a quiet ambient atmosphere.
    6–14sFirst-person close-upThe viewer’s hand picks up the phone. Inside the tank, a single goldfish swims quietly.The ringing fades and is replaced by a faint underwater sound.
    14–21sLooking down at the phoneThe viewer answers the phone, but there is no voice. Only a distant, muffled water sound can be heard.Echo, low-frequency sound and silence to create uncertainty.
    21–31sCamera turns towards the fish tankThe tank gradually becomes dark. A carousel, balloons and decorations slowly appear inside it, but everything is still upright and unlit.The ambient sound becomes quieter; subtle flickering and low-frequency sound.
    31–39sFirst-person movementThe viewer puts down the phone and walks towards the tank. One hand touches the glass. Its reflection appears slightly delayed or misaligned.A glass-touching sound and expanding water ripples.
    39–48sClose-up of the glass → inside the tankAs the hand touches the glass, the tank suddenly lights up. The rabbit carousel begins to rotate, while the surrounding buildings, water slides and balloons turn upside down. The goldfish reappears and swims upright.Lights switch on, bubbles rise, water moves and the environment rotates.
    48–55sCamera follows the goldfishThe goldfish swims through the inverted buildings and past the carousel. The camera follows it, as if the fish is guiding the viewer.Underwater ambience and increasing movement in the sound design.
    55–58sClose-upThe goldfish swims directly towards the camera and looks at the viewer.The sound suddenly becomes quieter, leaving only the sound of water.
    58–60sViewer steps back → black screenThe viewer moves back and removes their hand from the glass. The tank gradually returns to darkness, and the phone rings again.The telephone ringing returns, creating a circular ending.

    The viewer initially thinks they are observing the fish, but the final eye contact reverses this relationship: the fish may actually be observing the viewer.

  • Cabin design

    Week1-2

    The cabin represents a forgotten corner of the adult mind, where fragments of childhood remain hidden, faded and difficult to reach.