Week 12: Final Touch Ups and Transitioning into Unreal

 This past week for Advance Production, we continued any final touch ups and began testing approved shots in Unreal. Most testing consisted of checking textures for the dude rig, scaling for the monster in Unreal, and troubleshooting any errors we encountered with the alembic files.

For Unreal, Lesly and I worked on and adjust cameras, lighting, and the can rotation for the final graphic. The render for the final video still needs some adjustments to make the can design more legible. The graphic will also undergo some changes to allow for the can to stand out a bit more as the can and background color are near identical.


I did some touch ups to my own shots, mainly clean up and some more follow-through to add more fluid movement. These shots, among others, are just about ready for Unreal.


 The monsters in these shots are animated in a separate scene that will be exported as separate files to be set up in Unreal. This workflow will also be applied to other shots that use the monster rig.

(Animated by Brian Thao)

We ran into some issues installing mGear to our other animator's, Faris', laptop to work on his new assigned shot. As we could not find a solution, the shot will be delegated to another animator while he works on poses for the commercial poster in the meantime.

We are continuing working on animations for the monster now that we confirmed the work-around works. This week will consist of adjustments for spacing with the monster in Unreal and setting up the cameras accurately according to the storyboard.

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