This project has been both my most successful and my most difficult project to date. For the purpose of this reflection I will break it down into pre-production, maya production and finally unreal production.
For pre-production it was quite smooth. Setting up a mood board, collecting inspiration and getting a general idea of my piece sorted went by quickly and easily. Alongside that was creating a block out of the scene in maya which also went by smoothly with the exception of trying to figure out lighting. My consistent lighting issues in maya is what drove me to take up unreal and its robust lighting systems to create this work. Afterwards I set up a spreadsheet online to track both my assets and to work as a calendar to split up my time which I’m very glad I did as it helped me keep track of time and maintain a steady and maintainable workload throughout the project. I think of all my skills I’ve developed over the course of my time here time management and organization I am proud of the most. In such a difficult environment like VFX I think having the ability to set myself up to achieve my tasks without overloading myself during the process is incredibly important to have a long and healthy career.
My work in Maya, which was also divided with time in Substance Painter for texturing, was the biggest bulk of my project. Having to work on 20 assets over a period of a few weeks was daunting to me, never had I had to produce so much in so short a time especially with rigging and soft surface models being among the list. Thankfully with my preplanning I was able to produce all 20 assets by the point I needed to port them over into unreal. The toughest parts were the soft surface models such as the skull, ant and clothing of which the latter two both required rigging. With how much time I spent in substance painter, along with the feedback I got on my textures, I significantly improved my proficiency in texturing. Rigging also posed a problem as I had originally wanted to animate in Unreal but attempting to re-set up controls in unreal clashed with how maya had handled the rigs. As a result I had to abandon my original plan and animate in maya. It turned out to be much smoother to animate in maya and deliver those animations to unreal than I had originally thought and I was afraid that my animations wouldn’t work for what I wanted in unreal.
Speaking now then on unreal, I am glad that I had assigned myself so much spare time to experiment in unreal and work out any issues that I’d experience due to my inexperience in unreal. The lighting tools in unreal helped me to achieve the results that I wanted for my piece and to evoke the feeling of melancholy that I had wanted to evoke. Porting over my textures and models into unreal went a lot smoother than I had actually thought it would which left me with a lot of time to experiment with light, height fog and camera motion in unreal. Two issues I was faced with in unreal was having the camera smoothly rotate around the figure in the centre and for the particle system’s random dust causing issues with the animation ‘looping’. While I was able to figure out the camera work as detailed in my blog I wasn’t able to come up with a satisfying solution to my looping issue in unreal with the short timespan that I had left. Perhaps I’ll go back to it but as it is I am fine with it as there will be no chance for my work to loop when it comes to the presentation of it at the showcase.
Overall this project helped me to develop and consolidate all the skills I have learnt over the last year and 3 months in this course. It was tough and not every little thing I wanted was achieved but the overall view of this project to me is a success.