This week marked the finishing of modelling for the environment, both the UK shed and the African village. Once everyone had finished modelling, I took the assets and checked the topology to ensure they worked well. I then was responsible for UV mapping many of the objects, as it is a thing many of the team had never done before. I uv mapped most of the environmental assets and all of the characters.
I then began to texture the assets in substance painter. I gave them realistic maps, but used the diffuse to create a more painterly look.
I started with some of the shed assets, to test the style, before moving onto the African environment. We agreed on the style I had achieved and I then went on to texture the rest of the environment.
Modelling environment, previs block 1, mentor feedback
This week led to the beginning of planning for our environments. We had a late night meeting to discuss what each person would be modelling. Rhea was the exemption from environmental modelling as she was our character artist. We then marked off each asset as it was completed.
TThis week was a tough one for me as I was at the end of the pipeline, so there wasn’t very much for me to do (other than offer critique on comp etc).
So, while others were working on compositing this week, I worked on getting our breakdown video sorted. I used previous teams breakdowns as a basis and then worked to create ours.
Tiny Space Panda Breakdown. (Vimeo, 2017).
The Mippets breakdown. (YouTube, 2017).
Team Rocket breakdown (YouTube, 2017).
Lorna set up the premier file and we started to slot and edit the different things in. We created the following guidelines to follow;
Character turntables with concepts
Animation Breakdown- reference, animatic, block, final
Rigging- videos of nurse, simplified character and bike rig
Lighting/comp breakdowns- maximum 4 shots