This week was spent on two major milestones. The first was, with the help of Daniel our CG Lead, reducing the cactus model’s poly count significantly by converting the bumps that were previously modeled with the spikes into bumps on a bump map for the cactus. As my previous model was detailed but had the poly count in the million range it significantly slowed down the scene. Since the camera never gets close enough to the cactus to show off its spikes we decided it would be best to remove them and create an illusion with the bump map. This would help significantly when it came to the render time of the scene.
My second model needed, as per instruction from our cg lead, have its topology and UVs sorted out by the end of the week so that next week we could conclude it by giving it its texture. I managed to do that this week and stick to the schedule.

In regards to our group functionality we had a meeting this week to discuss when the final version of all our models should be finished by so that we have time to render things and fix any issues only discovered by the end process. We decided that two weeks before the deadline would be an appropriate window so that issue could be resolved without stressing everyone out.
We also prepared a story board as to give better visual reference to our group, especially the Compositors, on what we all believed the scene should look like

There was however an issue that occurred. As we discovered that, for the look devs, it was a minimum of three models that everyone needed to produce. Originally we had believed it was 2-3 and with there being 6 look dev artists we had assumed 2 was more than enough to fill the scene. Daniel and I then quickly worked together to find additional materials to add to the scene and collected them onto the moodboard and assigned them to people.

Of course the assigned works were purely just so everyone had something and could default onto it if there were no objections to what people wanted to do.
We have also developed a Story board.
