After presenting Milestone 1, we got a lot of valuable feedback on both our sculpts and concepts. With refined turnarounds, we continued to iterate Luna's forms and features. The draw over was done by our instructor Lisa Griffiths to help us guide the 3D model to match our 2D concept. Rushyaketh and Danielle worked together to refine the 3D sculpt.
To get some ideas as to what Luna's animations would look like, we did a retopology pass and Vivek used Mixamo to create some movement tests.
We started sculpting our Owl this week, and Fabián tried a few different methods in Zbrush for sculpting feathers.
Work on our NPCs in 3D also started this week - here are a few of them sculpted by Danielle and UV'd / textured by Kaitlin! Kaitlin also started rigging them and giving them movement to add individual personalities.
Continuing on with the sculpting, our boss monsters were starting to take 3D form. Our swamp monster was the first to be iterated on (as it is basically a giant blob) and Brendan whipped up a mesh. Sri Anantha created a water shader that ripples and it added some extra deformation on the surface - this is the look we are going for as the monster's concept is that it is made of water. With a few bones, we got our monster moving and deforming nicely.
Our fear monster is inspired to be something like a spider. Joel got to work this week laying out the concept art (done by Brendan) in Maya and sculpting out the base form.
Sadness and Anger were the first two levels we started white boxing - Michael got hard to work creating some base placeholder meshes that represent floating islands in the Anger level. Sayed used Unreal Engine's Landscape Sculpt tool to draw out where the terraced pools of water would go in the Sadness level.
Last but not least, Sri Anantha created a lava shader in Substance Designer for our Anger Level. It will have slow movement and provide the volcanic base underneath the floating islands.
Stay tuned for next week, where we will be working on more white boxing and sculpting!
Commenti