Finished fixing up the UV’s for the objects. I can’t see if it actually fixed anything since there are still some missing lines, and how the angle threshold value affects such visuals. Perhaps I should fiddle with the camera proximity since that might be a factor, but otherwise I am fine with everything.
Lighting_Update2: found out that practically any lighting can be used to work with aiToonShader. I would just need to make sure that the decay value is set to none, and adjust the light intensity and exposure values accordingly. This gave me some nice lighting for the room though I am still feeling that it is lacking- lighting for the ceiling, intense light spots that seem illogical for a ceiling lamp light, etc. Recreating something that can be believable is hard but I would leave it alone for now and work on other things.
With progress made on the visual setup, I can now focus on trying to improve the scene further and set it up for storyboard mise-en-scene. 3D layout needs to be improved and added to, and I would be looking into
Interesting note: most of the objects were simple to UV unwrap, except for the trashbin. I separated the outer parts from the inner parts, but was intimidated by the many small parts within the wire grid. Luckily I tested if the UV render can pick up the lines regardless and it did. I created a separate aiToonShader to adjust the angle threshold values as it was particularly dense and noticeable compared to the other objects.
One problem I had with the 3D layout was figuring out their sizes compared to each other, and the layout of the room. I am averse to going down the route of in-depth research of looking into proper sizes and scaling the objects accordingly; that is a separate headache (and practically field) itself. I suppose I will improvise as I work along.
Mesh lights are interesting but anything similar that has light decay causes my laptop to lag and slow down, unfortunately. So I won’t be experimenting with them for now.
I am working on refining the environmental storytelling to show more personality and appeal, so that the space looks more natural, more hospitable, more like someone actually lives there. I would need to ask peers for feedback whether it gives off the impression that I wish to accomplish- university student, studying art, creative/resourceful, working within the limited & default dorm space.
I have been doing organic worldbuilding through concept art so far, but I am worried about how behind I am. I suppose I would have to attempt now an improved storyboard with better and clearer visuals. I initially planned to only do so once I finished making the 3D layout for good, but it would lean more into the actual production, so introducing perspective to my scenes and thinking about how to make the cinematography better would help. I haven’t even dabbled in audio elements so far despite my plan to do so over the break.
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