I made a couple of videos to recap my progress on my thesis project this semester.
Next steps for the ship deterioration:
-Tweak keyframes for the hull deterioration (some parts of the boat appear to be suspended in the air towards the end of the transition.)
-Add interest to the rusting/deterioration of the structure (a crumbling effect?)
-Better visually integrate the bones with boat hull. Currently they don't look enough like they are a part of the structure.
-Add wheelhouse structure to the deck of the boat.
-Work on sand and water material.
-Refine rust material and how it forms on the surface.
-Add interest to the water drying up/sand overtaking the water. As you walk closer to the boat, the sand will ripple from where you are walking and displace in wave-like formations.
-Additional secondary visual elements (seaweed? anchor?)
-Skydome with clouds, transitioning to overcast, as well as lighting.
It's still quite a ways from being done but it also has come a long way and I've learned a lot in the process.
-Tweak keyframes for the hull deterioration (some parts of the boat appear to be suspended in the air towards the end of the transition.)
-Add interest to the rusting/deterioration of the structure (a crumbling effect?)
-Better visually integrate the bones with boat hull. Currently they don't look enough like they are a part of the structure.
-Add wheelhouse structure to the deck of the boat.
-Work on sand and water material.
-Refine rust material and how it forms on the surface.
-Add interest to the water drying up/sand overtaking the water. As you walk closer to the boat, the sand will ripple from where you are walking and displace in wave-like formations.
-Additional secondary visual elements (seaweed? anchor?)
-Skydome with clouds, transitioning to overcast, as well as lighting.
It's still quite a ways from being done but it also has come a long way and I've learned a lot in the process.
Next steps for the tree system:
-Achieve a more angular look to the branches. An issue here currently is that I'm not able to set the tangents of splines through Blueprints. I am able to set the tangents of the spline mesh, but the child branches are placed on the parent branch by finding a location along the spline. If the tangents of the spline cannot be set to match the tangents of the spline mesh, then the branches are placed slightly off wherever the spline mesh deforms away from the path too far. I'm currently looking into other strategies to get the look I'd like.
-Add leaves. The leaves are an area I'm looking to achieve a really impressionist look.
-Improve the meshes I'm using. They work decently but they're sort of stand-ins at the moment. I'd like to refine the look of them.
-Achieve a more angular look to the branches. An issue here currently is that I'm not able to set the tangents of splines through Blueprints. I am able to set the tangents of the spline mesh, but the child branches are placed on the parent branch by finding a location along the spline. If the tangents of the spline cannot be set to match the tangents of the spline mesh, then the branches are placed slightly off wherever the spline mesh deforms away from the path too far. I'm currently looking into other strategies to get the look I'd like.
-Add leaves. The leaves are an area I'm looking to achieve a really impressionist look.
-Improve the meshes I'm using. They work decently but they're sort of stand-ins at the moment. I'd like to refine the look of them.
I had posted a rock arch sculpt I was working on several weeks ago. I've started over with that here and I think I'm starting to better grasp the look I'm going for- a hybrid of melting wax and rock.