Due to unfortunate life circumstances, I did not get to work on this assignment as much as I wanted to this week. Below is my progress so far.
Due to unfortunate life circumstances, I did not get to work on this assignment as much as I wanted to this week. Below is my progress so far.
This week I jumped into marvelous designer to start on a closer to final pass on the skirt, as well as starting on some other elements of the outfit. I wanted to use marvelous so the layered clothing would look more realistic, I could handle the detailed pieces more easily, and to better learn and understand the software. I quickly decimated the A-posed body I blocked out last sprint so that I could get an accurate lay of the clothing. Pieces of cloth that are blue are frozen; I carefully laid them out and pinned them in place during live simulation, and froze them once they were in a good spot so that they would no longer simulate. What I have so far: almost finished, multi-layered skirt, bows, and the beginnings of the upper portion of the dress.
I also started sculpting the face in ZBrush- I wanted to have this done sooner rather than later as I feel facial sculpting is a weak point of mine and want to get critique faster.
For this sprint I have been checking in with everyone over discord and during class to try and make sure things are on track, made the sprint 3 presentation, tried my best to flesh out sprint 4 tasks and account for blockers and things we still have to do, made a visdev diorama by editing materials and set dressing the island, retopoed and unwrapped the base island in case I need to hand texture it later, and a LOT of general organization, communication, and documentation. I also edited together a video of the vfx from this sprint and put it in the powerpoint.
Link to the Sprint 3 powerpoint: https://docs.google.com/presentation/d/19-JIn7hur-0zEAbaZUaKtGdhmaeGb_BbQV-IDq6a0wc/edit?usp=sharing
Link to the vfx video: https://www.youtube.com/watch?v=1oaQ1h5EElA
Screenshots below of my work in engine and in p4.
This week I proportion matched to the main reference image and blocked out all the big forms, then rearranged the character in an A-pose. It look a bit of time to do this, but I really want to have a rigged/animated character in my portfolio so I believe it was worth the time.
Above are the final renders and show off images of my komodo dragon- one from substance painter and the other in unreal engine. The textures were all hand-painted.
I did a lot of managerial work this sprint. I finalized and revised tasks for Sprint 3, which took a while when taking into account things that are changing and developing as we progress through production. I held meetings for the rest of the leads where we discussed next steps and fleshed out more details and scheduling. During basically every class period I was running around checking in with people and making sure everything was going smoothly. I sculpted the base of the island, and put the files in our source folder. I made our sprint 3 presentation as well as a video to showcase our vfx progress.
Link to presentation: https://docs.google.com/presentation/d/1fBBkMtjTErQ_IVCHYahv1caA7sO7R3Yq1If9IQWLJko/edit?slide=id.g3e8179fa4ab_0_33#slide=id.g3e8179fa4ab_0_33
Link to vfx video: https://youtu.be/g8y8Cg3FFjQ
I have redone my texture bake several times to make sure it looks good. I am well aware of the position I'm in for how fast I have to g...