We are reaching the end of week seven and my group has decided that this week's work will be the final iterations that will be rendered. As the quarter wraps up the render farm is getting really busy and we need to focus week 8 on rendering, week 9 on supporting compositing, and week 10 on breakdowns.
Interior and Edge detail
This week I worked on creating interior and edge detail in order to make the pieces look less like voronoi and more like concrete. In the end we decided that the detail was too expensive for our work flow even after I optimized my files by deleting attributes, packing my geometry, and caching. With the pyro, debris, and fast moving cameras, the piece detail was less of a priority for us as it is not too obvious.
What would I do with one more week?
With more time I would want to work on:
getting detail into the pieces using other methods. I had worked on creating a variation of sized pieced throughout the project but would like to exaggerate it even more.
Using a sphere to create a rounded uplifting effect in the front of the crack like you see when a mole is digging underground.
Making the shape of the crack less linear.
Overview
Overall I am happy with how this turned out. I feel that I could have made something more cool using RBD's instead of a procedural animation but by using this method I learned a ton more then I would have then if I had used RBD's. As well, before this project I felt that procedural animation was one of my weaker skills and through this project I have gained a lot more confidence in it and will be much more willing to use a similar method in the future.
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