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Writer's pictureKres Raven Bosales

[WEEK 15] Progress Report 1

In today’s studio class, I told Hossein about the problems I had with Maya lighting producing a weird result/problem

  • Overlap between two light sources with no light decay causes them to interact differently than in an overlapping result.

He recommends to leave lighting concerns until further later in the work progress, and I agree that this part is part of polish/refinement.

For Marco’s class, he showed a tutorial regarding how to use [name] to simulate custom clothes for 3D character models. While not relevant to my work in particular it was still interesting to learn. 



I have worked on:

  • More assets from the concept art such as an easel, a mic stand, and better room decor and flooring.

  • A did a little bit of fiddling with lighting to see how the corner would look, and I got surprising results this time fiddling with light source values, materials and aiAtmosphere (particularly this),

While the room looks nicer now, it still doesn’t provide me any of my intended impressions. I am giving myself around 1-2 weeks more on this aspect before I am forcing myself to accept the result and move on.


I urgently need to do live-action reenactments for animation reference, and to also use in reference to an improved storyboard and therefore animatic.


One good aspect about my internship work is how I have been working on 2D animation, meaning that I have a more clearer idea on my workload and approach to my work. And that is I have a lot to do, especially if I aim to experiment in order to bring the best results that I want. Fortunately, I have setup a gantt chart for semester 2 and I am to be at a significantly better point in progress by Week 5-6, if not already finished for post-production and touch-ups.


For the bare minimum, my work only needs to add-on:

  • Animation - character animation & FX animation

  • An actual environment/setup for the “head” space scenes

  • Sound Design elements

  • Post-production refinement

Note: after I figured out aiToon shader doesn’t concern the UV’s as so much as it is the topology of the objects instead. So I have been modelling so far WITHOUT doing any UV mapping work (if I have spare time after the production, I could focus on this aspect, so I got some more justification and experience behind my use of this capstone in my portfolio.)



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