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Project: [History - The fall of Medici family]

Lorenzo Model Break down
‌I. Pre-Production & Concept Design‌
‌Reference Collection‌

Renaissance-era clothing materials (wool fabric texture, metal engraving patterns)
European classical swordsmanship poses (sword-gripping hand dynamics)

‌Artwork Breakdown‌

Material zones: Wool (burgundy/white/green), Metal (gold/silver), Leather (belts/boots)
Detail markers: Clasp patterns on the cape, sword blade reflection areas, leather belt perforation spacing
‌II. Modeling Pipeline‌
‌1. Base Mesh (Maya/ZBrush)‌
‌Body Topology‌

UE5 standard human topology template, adjusted to a "slender and elegant" proportion
Enhanced hand topology (additional finger loops for sword grip)

‌Garment Sculpting‌

Cape: Marvelous Designer for wool drapery → ZBrush for fold refinement (stiff edges, soft interior)
Puffed sleeves: "Cloth" brush for volumetric fluffiness

‌2. High-Poly Detailing‌
‌Metal Components‌

Gold clasp: Subdivision Surface + DamStandard for engraved patterns
Sword reflection: 0.5mm beveled edges with micro-scratches on the blade

‌Leather Accessories‌

Belt holes: Array tool for precise perforation → Inner edge weathering

‌3. Retopology‌
Quad Draw workflow:
Cape: 15k tris (for cloth simulation)
Face: "Star topology" for center-parted hairline
‌III. Materials & Shaders (Substance 3D/UE5)‌
‌1. Material Assignment
‌2. UE5 Material Instances‌
‌Sword Reflection‌:
Fresnel node controls blade highlight → Dynamic specular via World Position
‌Hair Material‌:
Hair Cards + Strand-based, with tip transparency gradient

‌IV. Rigging & Animation‌
‌1. Skeleton Setup‌
‌Cape Physics‌:
5 Cloth Collision Spheres (2 shoulders, 3 waist)
‌Sword IK‌:
Right hand "grip anchor" + extra bones for finger pressure

‌2. Animation Blueprint‌
‌Core State Machine‌:
Idle → Cape sway (Physics Asset)
Draw_Sword → Trigger blade reflection intensity multiplier:ml-citation{ref="4" data="citationList"}

‌Animation Sequence Technical Breakdown Document‌
‌——13-Second Dual Timeline Transition (Medici Hall Scene)‌
‌I. Core Narrative Structure

‌II. Scene Asset Production Guidelines‌
‌1. Dual-Version Hall Comparison
‌2. Timeline Transition Tech‌
‌Material Swap‌:
Controlled via MaterialParameterCollection:
Lerp Node Blends Two Pillar Materials (Driven by Timeline Curve)
‌Geometry Dissolve‌:
World Position Offset Distortion Animation (Precomputed Houdini Fracture)
‌III. Animation System Design‌
‌Ancestral Figures Animation‌

Shared Skeleton + Differentiated Walk Cycles via AnimMontage
Escape Motions Using Motion Matching Capture Library (Panic Poses)
‌Lorenzo’s Hand Detail‌

Right Hand Physics Constraint (Cloak Pull Interaction)
Eye Focus Bound to LookAt Controller (Gazing at Void Point)
‌IV. Audio & Pacing Control‌
‌Thunder Timeline‌

9s: Low-Frequency Thunder (Triggers Screen Shake PostProcess)
10.5s: High-Frequency Lightning SFX (With White Flash)
‌Ambient Sound Design