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Metamorphosis

Metamorphosis | Real-time | Film 

Trailer

“Metamorphosis” is a short real-time computer graphics film. It is a fantastical journey, and conveys tragic emotions. It was based on a daydream I had drawn on a piece of paper. The core idea is the humanoid butterflies, ghosts of the lost world that tell the dream of a beautiful ruin. The butterfly, which are often used as metaphors for change and hope. Through the use of virtual production (combining CG animation and motion captures), “Metamorphosis”explores my experience of lost memories, the decline of traditional culture, environmental disasters, climate change, and animal extinction.

A butterfly is resurrected from a rare specimen collection and explores the ruins of an ancient civilization that leads to a mysterious underground frozen cave. In the cave, the butterfly meets the Butterfly Man, who is an amalgamation of many other butterflies. The two dance and transform between the human and butterfly shapes. The frozen environment gradually melts, plants and organisms begin to wake up around them. Eventually, the butterfly man is blown away by the wind and becomes part of the natural environment. Metamorphosis reflects my concerns about human memory of lost time. The film explores philosophical ideas about life forms decomposing and then transforming into new organisms, between dreams and reality, and between humans and creatures.

FILM

Project Creator: Xi Wang

Thesis Mentor : Michael Patterson, Eric Hanson

Faculty Advisors: Jordan Halsey, John Brennan, Jason Reisig, Kathy Smith, Teresa Cheng, Michael Fink, Sheila Sofian

Composer: Yifan Lin

Sound Designer: Dan Blanck

Dancer: Amaria Stern

Real-Time Shader Artist: Shaoyu Su

MoCap Supporter: Mitchell McGlocklin

Rigger: Leon Cruz

Awards

Unreal Student Showcase Spring 2021, Unreal Engine, 2021

The 40th Annual Thomas Edison Black Maria Film Festival, Winner of a Director’s Choice Award, Hoboken,NJ, United States, 2020

 WorldFest-Houston International Film Festival, Platinum Remi Award, Experimental Animation, Houston, TX, United States, 2021

 First Look 2021 Industry Award, Runner up, Los Angeles, United States, 2021

One-Reeler Short Film Competition, Winner of Best Animated Short, Los Angeles, United States, 2020


Festivals selections

American Documentary and Animation Film Festival, Official selection, Palm Springs , United States 2021 

Telluride Film Festival, Student Prints, Telluride, United States, 2020

Encounters Film Festival 2020, Official Selection, Bristol, United Kingdom, 2020

Flickers' Rhode Island International Film Festival, Semi-Finalist, Providence, United States, 2020

The Montreal International Animation Film Festival, Official selection, Montreal, Canada, 2020

Los Angeles Lift-Off Film Festival, Official selection, Los Angeles, United States, 2020


Publications

‘Metamorphosis: Making a CG Short Film in UE4’, interviewed by Ellie Harisova, 80 LEVEL, 27 July 2020

https://80.lv/articles/metamorphosis-making-a-cg-short-film-in-ue4


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Metamorphosis | Thesis film | Environment | Water cave | Level 2

Unreal Engine 4 | Houdini | Quixel Megascans | Substance Painter & Source | Zbrush | Maya

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Scene Depth

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AO

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Base Color

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World Normal

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Metamorphosis | Thesis film | Environment | Ice cave | Level 1

Unreal Engine 4 | Houdini | Quixel Megascans | Substance Painter & Source | Zbrush | Maya

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Base Color

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World Normal

AO

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Depth

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Environment | Indoor

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Wireframe

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Environment | Desert Garden

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Color Tone | World Design

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Modeling | Texture | Zombie Deer

Quixel Megascans | Substance Painter & Source | Zbrush

Zombie Deer was modeled and retopologied by using Zbrush. Texturing the deer with Substance Painter and Quixel Megascans. As a FBX file was imported into Unreal Engine.

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Rigging by Leon Cruz

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Screenshots | Desert Garden | Deer

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Concept Drawing

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Texture | Zombie Crow

Substance Painter & Source | Quixel Megascans

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Time Tunnel | Touch Designer |

Shader By: Shayu Su

In order to bridge the two worlds(desert and cave scenes), a portal animation was created inspired by the idea of “quantum warp” using GLSL on Touchdesigner. Raymarching is a natural fit when it comes to fulfilling scientific ideas such as Lorentz Contraction and Doppler Shift. These techniques and equations give power to the shader in simulating visual effects reaching infinitely close to the speed of light, in this case, “ray”.  For future development, we aim to further develop the visual complexity and potentially combine character animation with the shader fully on Unreal Engine by translating GLSL into HLSL.

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MoCap | Animation

Maya | Motion Builder | Motive

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VFX | Particle | Houdini 

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Screenshots

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StyleFrames

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Concept Art

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