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Collab-- Week 5

  • Feb 6
  • 2 min read

Updated: Feb 11

The mentor feedback primarily focused on shot 3,4 and 5. They mentioned that those three shots were too repetitive and to consider cutting one out. They had a lot of feedback about the various FX, and continued to give feedback on our shot 1 and 2 lighting, as well as new feedback on our shot 3 lighting. They also mentioned the specularity of the particle material was off, mentioning it looked like glitter, which I also agreed with after seeing the render. They mentioned that the placeholder height noise on our painting was generic looking and that we should get rid of that placeholder as soon as we can.

To Do:

  • Choose 1-2 hero shots (WHOLE TEAM)

  • Custom height map/texture for the wood block being printed onto

  • Work with Yiqi to push the emission on the particles in the shot 1/2

  • Check printer materials in shot 3 (may have a stretching issue)

  • Continue improving lighting in all shots

For the hero shots, we decided that shot 3 is our hero shot and shot 1 is our sub-hero. We thought both shots represented our project goal very well and showcased a wide range of everyone on my teams skills.

I immediately began on the custom texture maps for the painting being printed in shot 3-5. I decided t get the full effect I wanted, to make a normal and height map to be used together. I did this in adobe substance painter so that I could paint specific areas and use brushed textures. Pictured below are the maps for color, height/displacement, normal, and roughness.

Next, Yiqi and I worked together on editing the particle material and the lighting of shot 2 to get more colorful spill onto the printer from the emissive particles. I felt as though the lighting from last week was also a bit too flat in shot 2. So, I updated the intensity and exposure of the main light to give a more dramatic effect and accentuate the shape of the printer better. I made some small changes to the shot 1 lighting, and then it was time for our files to be compiled for our render pipeline test.


For next week, I want to continue to push the lighting, work on the custom texture maps for the printed on objects in the final shot, and after seeing the render, I think some changes need to be made to the maps I made for the painting.

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