- Adjusted Jacob's Eye glow to make it smoother, I just played around with a few effects and settings in After Effects. This still needs to be updated before it's final.
- Adjusted the Matte Painting, Thaw spoke to me & Rhys about the Matte Painting and ways to improve it, so I'm currently implementing his ideas into the Matte Painting.
- Re textured the body, arm and hands for X22 (The UV Map needed to be changed for these pieces).
[This involved adjusting the normal map in Photoshop to fit the new UV, as well as the original textures.]
- Started the Motion Tracking in After Effects, this was done really roughly I mainly did it as a starting point so whoever takes up this task can copy what I've done so far.
- Rigged the breathing motion for the Overlord, this was done using clusters and cluster-weight painting.
- Imported the Matte Painting into After Effects and Masked the window panels in the footage, I still need to adjust the perspective slightly but this is nearly finished since I'm able to reload the Matte Painting every time it's changed. I've started motion tracking Matt in front of the Matte Painting but this will hopefully be finished by another group member.
- I got everything ready to render for our feedback session, then rendered our entire scene. This was a big task that wasn't even assigned to me, I just did it because nobody else from my group were making an effort to do it.
- Adjusted the levels for all the footage in After Effects, this is something Dane kept mentioning for us to adjust, I didn't think it was overly important and was a low priority task. I eventually ended up doing it just so that it wouldn't be left until the last minute.
- Added the tint effect to create the infrared look in After Effects, this is the effect I'd planned on using for this shot from the very early stages of the project, this can do with a bit of touching up, but the tutors were happy with it in it's current state.
- Adjusted the Normal Map Rhys made for the Overlord, like I'd done previously with the Normal Maps for X22, I adjusted these in Photoshop to make them softer and less obvious.
- Animated the Overlord, I wanted to animate really subtle movements for the character to show he was alive and breathing, rather than over exaggerating the movements he'd make while he spoke. Gabe suggested I animate him similar to a news reporter, where their head stays centred in the camera while they speak.
- Imported the Overlord into After Effects, I'd already done a test for this so it wasn't too difficult, I used the Corner-Pin effect to correct the perspective of the shot. I also added this into a pre-composition so I'll be able to add the other assets quickly and painlessly.
- Once again I got everything ready to render, then rendered it all out for my group, as nobody else seemed to be making an effort. This ended up being late for the feedback session since I'd already spent the morning getting my own stuff rendered out and adding final touches to several things in the After Effects compositions.
- Textured the Overlord's face plate in Mudbox, this is something I started on a while ago but I decided to scrap it and texture it the same way we'd done the X22's armour, this way they'd share the same likeness and would look like they came from the same origin.
- Adjusted the Animation for the Overlord, after I received feedback on my animation I changed it to fit what Dane had recommended. He said that he understood I was trying to make the animation subtle, but it was far too subtle. His feedback was nearly identical to what Hamish had told me prior to the feedback session, so I feel like the animation for it is quite strong now- if no other faults were found with it.
- Animated the Pipes for the Overlord, I did this over the weekend as it was very tedious moving each control for the pipe, since there were 8 pipes and each pipe had 4 controllers, it left me a lot of work to do.
- Textured the Overlord, I did this using the same textures I'd used for X22, like the reason listed for the Mudbox texture, this was just to make them look as close to the same race as possible. It also meant less work for me, as I was able to reuse the work i'd done previously. I'll need to check with Gabe how the materials should be setup in Maya, as to match the attributes used with the X22 textures.
To summarise, I've been very busy this past week, especially with the fact that I've somewhat taken over managing all of the After Effects work, I felt like I needed to do this because the way it was being done prior to my changes was a recipe for disaster, it was very likely to cause major issues when we began adding things to it, as we'd already had several problems regarding lost files from within the project.
I feel like I may have taken on too much work since I've had so many different tasks that I've needed to being working on simultaneously. I'm still quite annoyed that it came down to me to get everything ready for the feedback session, especially when the producer- nor anybody else, had made an effort to organise anything for the feedback session. I ended up having to work through our morning class getting everything ready on time (for both weeks), meaning I had to do work for this project rather than my own work for that class, which has now left me with even more work to do in order to catch up. Fortunately, I've managed to stay on top of the work load for this project at least, and have become very efficient at completing most of the tasks I've listed above. I was also able to find a few shortcuts, even reusing previous assets to save time.
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