Adapting to Change
After receiving feedback from the mentors and the professors, we've made a lot of changes to our mock advertisement for Nvidia's RTX 4090.
Based on the feedback received on Tuesday, we may a couple of changes to our advert.
We decided that we'll need to use a mix of pre-modeled and procedural building to fill in our game world. We also talked extensively about our camera movement and character animation. It was decided that we should pull away slower so that there is less motion blur when we render.
We've also been working with our character artist Gabriel Buckner to optimize the model he's providing to us. The model is currently 600k polygons. We need to retopologize it so it's usable within our scene. The team is also planning to redo the texturing of the character so it matches the look our our world.
For next class, I'll be working the portal effects element. I'll also be reaching out to Chair Marshall to a larger slider for the dolly in our piece.
Today I worked on elements of shot 2 and shot 3.
Here are the updates to shot 2:
I updated the camera path so that it revolved around our character. Here is our review video with updates that the team has made:
Today I worked on elements of shot 2 and shot 3.
Here are the updates to shot 2:
I updated the camera path so that it revolved around our character. You can see that in shot 2 in the video we're presenting to the mentors next Tuesday (Jan. 22).
I also created a portal effect for our advert with the Axiom solver. You can see the portal in the video above. To create the portal, I used the tangent field node to create vectors that pointed in various desirable directions. I then interpolated between these directions to create my velocity field. After I tweaked my pyro, I used the velocity field to advect particles in a popnet.