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 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 Topology
- Blockout of all the details for the Ruin - Including broken pieces, rough blockout of rocks.
- Get the meshes ready for sculpting
- First pass of lighting in Unreal
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
References
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