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"Trace"
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"Trace"

Yonghun Jung
by jyhun9 on 29 May 2023 for Rookie Awards 2023

The work, “Trace”, conveys a message to the audience about the origins of our world, rooted in human interaction, and the intricate social systems that have emerged as a result.

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"Trace"

I aim to explore unique aesthetics through the use of human motion as indeterministic elements within a complex system, the world. According to the distinguished researchers, they have all highlighted the importance of human motion in interacting with others as humans construct social systems while being together, and I want to visually depict the transition created by the system that is formed through human interaction in a virtual world. The work, “Trace”, conveys a message to the audience about the origins of our world, rooted in human interaction, and the intricate social systems that have emerged as a result.

OptiTrack (Brooklyn Navy Yard) + MotionBuilder + Mixamo + Unreal Engine/Blueprints + Niagara VFX System + Quixel Megascans + SideFX: Houdini

Credits to sourced content:
Sound - Space Atmospheric Background by Ivymusic in Pixabay
Mixamo - Walking and still motion on the avatars
Ready Player Me - Main Avatar
Megascans - Verde Alpi Marble and Hot Blued Steel

Early work, “Interrelation”

OptiTrack (Brooklyn Navy Yard) + MotionBuilder + Unreal Engine/Blueprints + Houdini + Houdini/Niagara Plug-In

Credits to sourced content:
Sound - Slow Motion by Lexin Music in Pixabay
Ready Player Me - Main Avatar

Before I created the work, “Trace”, the early work, “Interrelation”, was the first completed work where I merged motion caputre data from the real world with the Niagara VFX system in Unreal Engine, and used Houdini/Niagara plug-in to expand the possibilities of exploring more dynamic visual phenomena. The insights and techniques gained from the early work greatly influenced the development of my latest work “Trace”, enabling me to create even more visually spectacular experiences.

Motion Capture

I captured the motion of the performer using OptTrack at Brooklyn Navy Yard, and exported its data to Autodesk MotionBuilder. After merging the data with main avatar I created in Ready Player Me, in MotionBuilder, I exported it as an FBX file and imported it to Unreal Engine.

3D Modeling, Visual Effects, and Materials

Most of the 3D models and simulations in my work, including the Abstract Faces Pillar, Portal gate, and destructive simulations on multiple avatars, were created in SideFX Houdini. All of the visual effects that I created in both of my works were made using the Niagara VFX system in Unreal Engine and Houdini, and all the materials for the 3D models and background were created within Unreal Engine.

Destructive simulations were applied to static avatars, and these avatars' still motions were sourced from Mixamo.

The Portal gate was created in Houdini, and its material, Hot Blued Steel, was sourced from Megascans. Additionally, the floor, which was constructed with a simple geometry shape in Unreal Engine, used the material Verde Alpi Marble.

Still Images


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