Sunday, 13 December 2015

Big update, final video

Scene is fully realised in unreal engine, have added music and tweaked within after effects to get my intended look.


Monday, 7 December 2015

Work Update

Just a quick update, I have now got everything pretty much ready and in the engine, I just now need to add a few more props and foliage to the fountain area. Then I will take it into after effects to add proper clouds and make it look nicer on the whole.


Sunday, 22 November 2015

Current update

I feel I am working well as the end is quickly approching, I have experimented with some different camera angles following feedback from Rob, such as still shots rather than long, exaggerated camera shots which slow down the overall feel of the cinematic. I have also tried to focus more on the water fountain area rather than the rocks but also keeping the sense of the scale in the cinematic. I have also tried to incorporate some music which adds another level to the cinematic as a whole, I like the music at the moment however its got a little bit of beat to it so I will make sure that I get some feedback to see whether I need to pick something which has a more background feel to it. Overall its going well however I still have a load to finish off.


Sunday, 15 November 2015

Update doors

I have taken out the spinning doors and am in the process of making it so that the doors are being blown out from the inside with a gust of air to match the theme of the whole scene. I have fiddled with the cameras and the doors to make them move correctly using the matinee, after feedback I have added to air so that it looks more lifelike, I was going to add this in post production in after effects however it looks quite good at the moment just doing it in unreal engine directly.


Thursday, 12 November 2015

Changes

Some changes that I have made from the block-out is that I'm not going to have any meshes with destruction on such as the broken pillars as I want to recreate the scene to be as it was first built with a little foliage which has overgrown over the scene. I have changed this as I feel it doesn't add anything to the scene and it will let me concentrate on the foliage. Another change is that I have decided to add the up-side down buildings to the scene because I felt that on its own the scene felt little lonely without much in it, I personally like the outcome of putting the buildings into the scene for alpha as it really matches the references which also filling the scene making it feel a little more properly fleshed out.

Birds

As from feedback I have put some birds into my scene to try and get the sense of scale across to the audience, here shows the base model that I will use. I have kept the poly count as low as possible as the model will be seen from very far distance, at the moment I have put them in just a quick particle effect format so that I can get the gist of how they will move through the scene but for the final cinematic I will make them into a blueprint which will drive their movement in more accurately.


Catch-up

As of the presentation I am still trying to catch myself up so that I can make sure everything is done on time and to the highest standard. I am making sure that all my assets which I will use within the scene are UV'd and light mapped by the end of this week so that I can start the texturing process at the start of next week or over the weekend if I am able to do all the prep before then.