Previs class note:
In this week’s previs, I corrected some problems from last time. The feedback the teacher gave me was also straightforward. It was some details that needed to be added. After thinking, I tried adding a shot to clarify the story. This can make the meaning of animation conveyed evident and understandable.
Teacher’s feedback:
- Add content to each bubble
- move from sitting a little wider
- Hold the movement of the character when turning his head until the next shot
- Remove the zoomed shot and replace it with a stylized effect or an avatar-sized black background
My teacher once suggested that I could end the story with a shocking shot of the character, but I think it would be more appropriate to end it with a shot of the character feeling ashamed.
Give the letterhead model a decal to read what is written on it

Add a drawing to each bubble to at least know what is being conveyed

The turn of the head on this shot does not connect to the next shot


This is the animation that has been changed from last week’s feedback:
Mechanical arm class note:
This week I grouped all the structures in the robotic arm in the outliner, cut the UVs, and then classified them for texture drawing.
I still use SP to draw the texture. There are three materials: one shell, one gear, and one bearing. The shell and gear are drawn with SP. The bearing material is directly established in Maya, and the data is adjusted.
The method taught by the teacher is to use nodes to make materials in Maya, but I intend to make something other than realistic materials. I want my mechanical arm to keep simple, so I used black and silver and added some blue emission pattern on the edges, which can make it looks like “energy.” I added two gems to the arm to cause the arm’s ” energy ” element to protrude. I like this simple and beautiful design very much.
The UVs of the arm:


The material:

Drawing texture in the substance painter:



Render in substance painter:
