Today i went to act as the mocap actor again, but thankfully this time round the software is acting more rationally now, and the shoot is ready and scheduled to take place on next week tuesday
Anyway it's reaching the end of the 3rd week, and soon we are leaving the R&D stage and diving into work production. Mr Douglas dropped by today to share with me some good stuff. He bought a book titled The art of Thor to show us, the book has amazing aesthetic works, that walks you through the fascinating illustrations and design of characters, weapons and environment. Most essentially, the book has some good reference for me and also some of my groupmates to scrutinize and refer to, such as the heaven rainbow bridge, the densely populated urban scape; the matte painting were especially beautiful.
Mr douglas also recommend me to watch the movie called dreams of the earth which carries a great reference of the heaven atmosphere look. I am going to move on to research on the rest of the elements, which is lake of the terrain, the heaven rainbow bridge, and the buildings.
Mr douglas offered me a lot of good advice. He told me to simulate the lake with simple animated displacement shader on grid, this could immensely reduce the rendering load. And also rainbow bridge can be acquire by trying out ways on researching reflective map, with a bit of displacement, ultimately to obtain the look of frozen ice. Also research on procedural modelling, to replicate variations of the building with ease.
From tomorrow onwards i will move on to research on the various stuff, putting a momentarily halt to my earth terrain work, so here is what i have so far, i just include and tweaked a marble node to add to the detail. The "black" part has more crisp details now.
I did a simple test to animate the water grid, joyces taught me to apply <$FF*0.05> expression on the noise - Y on the mountain node to simulate the simple water movement. But the default water shader applied did not work for some reason
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