Getting closer to completing the blocking phase and knowing what objects are going to be in the room. I am also going further than just blocking, and starting a true layout of the objects, as well as creating prop and plans for the hero object of the oven that Rooster comes out of. Besides that I was given free rain of what to do! So I have been filling in parts of the scene with plans to make it a busy environment. I unfortunately have not been getting a lot of help in the modeling department as well very little art direction for the trasher parts. So I have just started making my own such as the oven, coat tree, cabinets, etc. The plan is to just bang out a lot of kitchen utensils and some pots, pans, bowls, cups, etc. To get the place feeling more alive. As well getting some more parts and things to sell the telescope was hand made!
Went further on the landscaping and changing the blocking of the city! I changed the side the encampment was on, as well as changed the city to better reflect the isolation of the camp. Not only through the wall, but the bridge over the river that seperates the areas. I sculpted more of the mountains and back drop to better sell the land and scale of the smaller city. I sculpted out a mountains and imagined the rich area would be in the most protected area there. I changed some of the sizes of the blocking buildings to better represent the scales of the buildings we will be importing. I also was asked to move the water wheel up to a higher and more obvious area behind the city. Finally for the encampment, I made it so that they have little choice but to be living in the walled area. As well as thought of Rooster's tower. and gave him a higher up location for his telescope to have a good view of the city.
I got a model of Rooser this week, but was warned his topology and vertices were still not finalized. However the team wanted to get started on the 3D animatic right away, and asked me to get a rig of Rooster for us. So I got Rooster Rigged up in Maya using Advanced skeleton, which was good to remined myself how to do the inversed leg rig! His rig is not perfect at all, and I still gotta get his face rigged on the final model. I also threw Rooster into UE in our team's shared project. and hooked up a really basic FK rig for him in engine so that we can pose him around for the 3D animatic!
I was also asked to model the house for us this week, as we wanted the distinct style of the houses for the city. As well to start seeing what that will look like in engine, textures, etc. I busted out this cute house in 2 days using Rob's drawing as reference for what it should like. I took a few liberties as an artist to speed of the process, and in turn took out some of the more catholic accents from Rob's reference. I only noticed this when looking back at the two!
I personally felt this was awesome to model as it gave me a greater understanding of how to replicate this style more! I am assuming not a lot of other people are going to be going the modeling party, so I will continue to make more houses that have a distinctive front and back so that we can get away with a copy paste here and there!
I was given the final parts of our 2D animatic this week and quickly edited up a draft for the team of and did quick timing as well tried to speed up our animatic more this time. The plan was for Thursday we would go over it as a team and I could live edit for us any changes they wanted. Instead Rob asked to take over the editing for the animatic, I gave him the raw editing file and then he left. So I don't know what changes are gonna be made to it, but here is what I edited together from our group work!