I've been creating a master file for all of my scenes. Something I can properly access, that contains all the textures, effects, etc. It's been a bit more time consuming than I thought, but now that I have everything all together, I now need to make tweaks to make them exist cohesively.
Here's a little concept. The left is what I'm aiming for, the right is what my render actually looks like.
I'm really not having the clouds in my project, so I'm redoing them! This render is from before GDC, but I haven't made any progress, because I'm also working on rerigging our character (trust me, it's a long story). Here it is!
Just a quick test, but I like the way it looks in the light.
So I had to fix up Adam Chandler's terrain a bit (really, I just subdivided it), to fix the hard edges created when the water rises... and I think I like the result.
I still need to create a rain water displacement map, but for now, I really like the quality of these rolling waves. I'll probably use them for the end of the short.
I've been brainstorming different ways I can create billowing clouds for Chance of Rain, all the while putting off the sky domes I wanted to have completed LAST semester, so I devoted some time to them recently, and I'm rather pleased with the result. So much so, that I went ahead and added a sun, and figured out my cloud dilemma.
Here's a crazy hodge-podge test demonstrating the movement of all of these forces.
Note: No, this isn't how fast everything is going to be in the short. This is just a test. Also, I won't be changing the direction of the clouds either.
The render is in greyscale because I wanted to study the movement without being clouded (no pun intended) by color.
This is a quick color key of what that shot may look like (without any of Adam's wonderful textures, that is):
School's started up again, and I've gotten right back into Chance.
I've been working on the cloud billowing scene in After Effects lately. This was the first test I've done. It's too fast, and the movement isn't quite right, but it's got the right general shape and the colors are working well. I have a few ideas as to how I'm going to incorporate rain, but that's for later.
The dawn colors were all based upon pollution in Mexico city and dawn in Guatemala. The afternoon colors were all based upon the colors of the clouds in various hurricanes around the world (ida, rita, francis). The dusk colors were based upon sunset in Mexico city and the rainbow pattern that appeared just before the Sichuan earthquake last year.
Now, to figure out good transitions from one to the other through the course of the short. I think it's time to fiddle around in After Effects and Photoshop.
This is a test for the Acid Flood in Chance of Rain. The ball is a stand in for the goggles in one of the last scenes.
It's definitely still in progress, but this is about an hour's worth of work and research. I'm thinking of animating the actual displacement map's texture. I just need to figure out how to apply an avi or mov to a texture in max. I'm sure there's a way, I just don't know it.
Edit; After some tooling around, here's what I've come to.
Well it was painstaking, but here's the low poly version of Fatima. I still have some issues to work out in her neck/waddle area. But, I'm giving what I have now to John Mark so he can use the proportions for the start of our rig. Hopefully, we can have a fully working model/rig by Fall before I enlist an animator. If I enlist an animator... we'll see. And here's a couple of details I'm especially proud of:
So, I've never modeled a hand before.. and I decided to model just one finger instead. Then, duplicate and adjust those fingers. Then, attach it to a palm. This was the result:
I took a class called Art 300 Environments with Peter Moehrle in the Fall of 2008, and he assigned gave us this: and I turned it into this:
So, I've decided to incorporate the same idea to create the concept of the city for Chance of Rain. Plus, I thought I'd get in the practice while I have time between now and when school picks up again.