New World (again)

Moodboard

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Concept

For this assignment/the midterm, I want to create a small planet like space that exists within some sort of after-life ethereal space, much like the little world in Le Petite Prince. The ultimate goal for the story will be to loosely explore leaving someone or something behind. For me - its a bit about what it was like to break up with a girlfriend after beginning to realize you were gay. I'm sure for her, that is all long gone, but I can't help but revisit the feelings that I had as well as the emotions I perceived from her. I will be adapting and obfuscating that narrative, but its where it comes from for me.

World

This week I was not able to get as much done as I would have liked. That said, making this world was a great exercise and gives me exactly the assets and know-how to do what I want to do for the midterm.

Primarily, the thing that was most complicated was to get clouds to go below the surface of my level. I attempted it with the TrueSky plugin to a good amount of success, but at some point I messed it up and was unable to fix the issues I created. Fore this reason, it doesn't work the way I had originally intended.

I also realize now that I have to make the world elevated. It cannot just be a drop off on a plane like it is right now. I will need to give it some sort of cliff-like element to make sure that the character walks to some sort of edge. Something that can be used to imply the edge of a world that exists, instead of the edge of a game engine landscape.

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Sequencer

The sequencer was definitely a daunting new feature to play with. It has so much functionality and requires such cohesion between sequencer settings and world actors.

Playing with the cameras was a great refresher in how framing and camera features work, parenting rails and sub-parenting a crane was a great workflow refresher, and things went relatively well from there.

The biggest issue I had during all of this was actually stringing together a walk cycle. For whatever reason, the bone match would work for 1 or 2 cycles of a walk, but then completely break. This was really frustrating, but eventually I just decided to use the curve editor to translate my character, then use an in-place walking animation.

This obviously causes some issues, but overall, it is better than just having a T-post fly through the level.

https://vimeo.com/631168144