top of page
Writer's pictureaoh2570

Week 4


Filming


I Although we thought we had finished all our filming last semester, unfortunately one of our scenes had rolling static and the normal means of trying to get rid of that in post-production wasn't working. Therefore it was best to re-film. Fortunately it was pretty easy to do since we had re-filmed that scene about 4 times and could use our old footage as reference. But even though we were careful about setting up the lighting to avoid our previous mistakes, we were unable to film due to faulty gear. The camera sensor was dirty which showed noticeable spots in our footage and we did not have the right supplies to clean it with. So we will have to organise a reshoot for this scene for the 6th time and issue we don't get faulty equipment.


In the end scene we did change a small detail in the last shot with the girls holding the keychain. It was suggested by our lecturer that we make the actually chain of the keychain more visible so it creates a more obvious link to the previous shot where it sits on the girl's shelf. So I took some photos of the chain for Emily to edit into the photo and then I added a 'film-like' filter on top.


Before:

After (chain added):



Plant Assets


I continued to fix up my plant assets and set them up in Maya. Emily and I decided it was best to create two bunch of each flower; one large, one small. This way will be easier to add them to our environment since they are grouped. I also made some blades of grass which I will add further edit in Unreal.



Making Rocks


To make some rocks for my environment, I started by sculpting them in Zbrush and then exported the high poly models to Maya. There, I retopologies them to a lower poly count of 2000 and selected the 'soft/hard edge' option from mesh display.



Then I textured my rocks in substance painter. I aimed to give them a stylised, painterly look.


However I had some trouble getting the curvature generator and baked lighting layers to work until I figured out how to bake mesh maps in substance painter. This is what the rocks look like now with an extra layer of polish. I'm very happy with result and learnt a new technique that will help give my future textures that added pop.



Water Simulation


With the help of my lecturer I managed to make progress with my water simulation. Now my geometry collides with the water and creates a splash. However, the splash does not go beyond the constrains of the FLIP tank, which means the splash does not go outside of the pool. This is not desirable because realistically parts of the splash created by the bear would land on the floor outside of the pool.


4 views0 comments

Recent Posts

See All

Week 10

Comments


bottom of page