Having finished with the asset swap project
that I posted about last time, this week was spent fully on the film room
project.
I mentioned last week that we had decided
to change rooms from one in game of thrones to Andy’s room in Toy Story 3.
I was still a little worried that our idea
would not be approved again, however we had another dragons den style
presentation on Thursday that went surprisingly well.
I didn't realise until we put all our work together into
a power point how well the project was going, and our idea project was given
the go ahead with no problems at all.
Most of last week was spent doing analysis
on the visual design of the scene. We all contributed with some colour breakdowns and
value studies. Here are a few of my value studies of other shots of the same
room.
And a colour breakdown of the shot we are recreating.
So that we would always know what we were
supposed to be doing on the project I made an assets list and as a team we
divided up the assets as fairly as we could. We tried to make sure that
everyone had an equal amount of work to do.
I also tagged on a triangle count to the
asset list document to keep us under budget. Using excel also made it really
easy to update as more models were completed to see how the tri count changed.
In our Critical studies lesson this week
were shown how to use the perspective match tool. Which is an incredibly
powerful tool that helps us model our scenes to the correct scale, so we all
made a white box of Andy’s room during the lesson and chose the best one for all
of us to use as a reference for scale.
An early realization of this project was
that the lighting and materials would have to be spot on for our version of
Andy’s room to look anything like the one in the film. I volunteered to me the
“lighting guy” for our team.
The above picture shows the teams chosen
white box model in UE4 with a default material applied and a single directional
light for the sunlight coming through the window.
Now there is a basic material applied with
a 50% grey base colour and 50% roughness, I think this shows how important the
materials will be to the lighting of the scene as there is still only 1 light,
but the room is illuminated almost entirely by bounce light.
All in all the highlight of my week was how
well the presentation went, it was a massive boost in our confidence for the
project as a whole.





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