Shot 3
Environment
My main focus for this week was developing the environment for shot 3.
Tunnel
I modelled this tunnel while being conscious of the topology to allow for extrusions to mimic bricks. However I am still having difficulties figuring out how to stagger bricks rather than having them laid on top of one another.
Reference
I gave each primitive a random color to be brought into the procedural shader and used as a mask to mix brick colors. This base color is then used to be mixed with a lot of noise and a curvature mask to add in wornness. I will be bringing this into substance to add in small details.
Tunnel shader
Trees with Snow
I used Houdini's Labs Snow Buildup node to scatter snow onto our tree assets. As I ran into a lot of optimization issues with the tree geometry being quite heavy, I came up with the idea to VDB the trees first and then run it through this process which helped a lot in iteration time. However the snow still looks low res which I am planning to fix through shaders.
Tree with Snow Set up
Terrain Shaders
I shaded the terrains based on its normal. More work will be coming for this aspect.
Foreground
I also worked on building the snow piles along the track and the rocks/ dried grass on top of it.
Shot 2
Tree scattering
I worked on the tree variation of this shot using Tempest's Speedtree assets.
Reference for foliage scattering
The terrain shaders were also missing a lot of details so I mixed in white stripes that goes around the mountains as well as blending in a bump noise using Ethan's flow mask exported from Gaea.
Shot 5
Environment
I started working on the tree layouts for shot 5.
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