Every day I was putting in at least 3 hours onto the buildings here to get the to a fully completed state for us! The building style that I work with Eli to create is an extremely intricate design of multiple materials all throughout the structure. Not only in the pipe work throughout all the machinery. But through each and every wooden panel, roof tile, and brick being hand placed. Having to maintain consistency throughout the brick, roof, wood, and metal. All the while needing to make it all look part of each other and intertwined. We have to keep in mind the audience is viewing this world through a locked camera. In this we can get a way with a sparing use of copy and pasting these buildings around. In this I challenged myself to create such distinctive front and back of buildings that you would never think they would be the same! I do this through many ways of silohouetes to the finer detail work. I think a great example of the changes in detail work would be the speakers and pipe work on the buildings. On one side the speakers are squared and the pipes are so dense it could be cable work! While on the other side the speakers ore circular with much less chaotic running pipe work.
From placment of the lighting around the building, to the speakers, to each cable. Is thought out by me to try to make sense in this fantasy world. I am constantly trying to set rules and maintain them throughout the structure. This way it can all feel more cohesive, but so that I can also learn what makes it look how it does! With this I am able to create distinctive front and backs of these buildings. Once I was done modeling out the building I was also put in charge of getting the UV's done on it! I unfortunatly was modeling it quiet messily in the outliner so I needed to spend some time to clean all of that up! I mostly seperate the models out by materials, as that will make it way easier for people to understand it all! I started on the UVing process of it all, and I am hoping to get away with some help from 3D painter!
Being that I have gotten into the grove of creating these buildings I was pretty happy to start on this, mostly because I wanted to get a great asset done for us! I worked with the team constantly sending them screen shots of the building and the interior this past week. Each time getting different things, such as changing the front enterance to being inset, window sizes, counter spacing, and a few other things that matter for beats for the story.
Right when I start getting some of the props done, and I am starting to feel good about the building. Rob tells me that he was actually supposed to be working on this. Even though Asha had been working on it for 5 weeks?
Anyway I gave him the most recent file that I had for that. He is also supposed to be working on one of the main factories. So I am just confused on why he asked to take this over, when he was already struggling to produce work on modeling the factory. This is also the third or forth time this semester that I have been working on something, just for someone to tell me oh wait I will do that. Which is really adding to the chaos of this production so far.
We wanted to start blocking on the scenes in 3D and to do that we needed our Puffin asset in the engine. I was given an "updated" mesh of Puffin to rig for us. I rigged her in Maya and in unreal engine. The Maya rig is important for UE5 to even understand that it is a rigged character on import. Then in unreal engine I use a custom function I made! Where you can just drag and drop groups of bones and their controllers and boom you get an FK rig!
I started work on our 3D animatic this week! I was attempted to be put into a good spot from Eli and Rob with this. Where the filled the scene with hundreds of cameras and rooster models and just said to connect it from 1 to 2 and so on. So that's what I have been doing, while trying to keep in mind the story, our 2D animatic, and the cinemtograpgy of the camera.
The scenes are very messy when I am working on them due to all of the cameras and roosters. It gets worse for inside of buildings where Rooster tends to be eating himself a few times. In this I am on massive clean up duty of the scene work and camera work.
With the scene clean up. Many of the cameras for getting into town are set up so far apart of even behind the other. So the layout got some massive updates so I could keep rooster moving in a straight line for more than 3 seconds. With this I think some of the cuts into town are actually really good. Where we can establish he is going into the town, we do not need to see the entire journey. Just the important moments!
I worked with the team to create the final important layout for an inside of a building. In this I was just asked them all what they were imaginging this final bakery to look like. I was told it was built from the rubble of Rooster torn down home. In this I just reused a lot of the assets from roosters home, as well design principles so that it really gives off that this is Rooster 2.0 home.
As well thinking about symetrical designs with the duel sided shop. So that each side of the shop can operate without messing the other up. I also think it will be visually strong to have the circle stick out from the straight lined fence. Where Rooster can "be apart" of the city.
Being that this is meant to be a bakery I was trying to think of this floor as a pure shop. With plans for an upper living quaters that is above the shop.
There is no city layout. All my environment work, and city planning, and blocking out is gone. That photo and town on the left got thrown out by my team for what is on the right. Instead we have a barren wasteland of clay to work with! It really opens up the options we can do with the cameras!
So yea I just had to create some fake alleyways and the such to fake the idea of the town being there.