Week 1
Set up level in Unreal Engine for early Blocking - Rough Blockout (Early Staging, Cinematic Shot Placements, B-Roll Ideas)Blockout of entire scene in Maya - Low Res TopologyBlockout of all the details for the Ruin- Including broken pieces, rough blockout of rocks.(Rocks will be sculpted during 2nd week in ZBrush, while broken pieces will be added also during 2nd week)Get the meshes ready for sculptingFirst pass of lighting in Unreal
Maya Render's
Unreal Engine Blocking + Lighting Tests with Dynamic (No Post Processing+)
Asset Breakdown
- Tower Ruin | Main Tower - Broken Pieces (Stacked, Scattered Floor, Rubble)
- Variations of Rocks 3-4
- Variations of plants/foliage - Vines, Ferns, Bushes, Moss, Grass
Week 2
- Sculpting and High Poly for Ruin
- Create High Poly Sculpt for Rocks + debris
- Double Check Topology
- UV'ing + Game Res for all
- Lighting Check in Engine
- Create Foliage In SpeedTree (If Time Constraint becomes an issue, then will use backup Megascans from Quixel Bridge)
- Start Selecting Shots for Rendering (Finalize placement of Cinematic Shots and Sequencing)
Week 3
- Texturing All Assets
- Set Dress Level - Bringing Game Res models into level and Foliage Pass (Backup Megascans from Quixel Bridge)
- Final Lighting Pass
- Rendering
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