In week three, our main focus was to implement the feedback we've recieved so far in our Previs.
Our main issue has been in the animation aspect since that's our team's weakest point. We decided to outsource an animator to take care of that part. Though, we did the rough animation by ourselves.
The block out plays a really important part in achieving the intended visuals and mood.
At first I wanted to make a customisable blueprint where I can directly adjust the curvature of the road in Unreal Engine. However, that proved to be impossible due to the use of raytracing which does not support spline mesh in Unreal. I still want to retain the editability that such a tool provides so I decided to go the other route which is to model the highway in blender. Blender is very forgiving when it comes to 3D modeling which is perfect for making several iterations for our previs.
These are some references I look at as I model the different pieces of the highway
I worked cooperatively with the team and our animator in deciding what kind of road design would be best while keeping in mind the particle effects that would be implemented for different car movements.
(1st iteration)
(Final iteration)
Using curve modifier, I was able to adjust the curvature of the road very easily with the pieces that I made separately in Maya.
Here is what the tunnel looks like. Since the tunnel is a very short shot, I decided to keep it simple.
I also did the previs camera work. I decided to try a more continuous shot to add more dynamics to the sequence.
This is a reference I mainly looked at for camera works. The one at 56:08 especially resonates with our intended visuals and mood, and the game like aesthetic.
I also worked on the customisation blueprint for the car. We decided to change our direction from changing the whole car model to changing the materials/look of the car since Vivi has already worked on the shader with adjustable parameters in Unreal.
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