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SunCoast Production Log #015

  • Writer: Ethen Dent
    Ethen Dent
  • Mar 23, 2022
  • 3 min read

MAR 17 - MAR 23

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ETHEN DENT


CRM Spreadsheet


From the discussions with Daniel Waterman, it was recommended that we search for contacts who could potentially come to the planned event around ~11th May. Jess began working on a list of potential individuals that we could invite. I took this list and developed it into a CRM Spreadsheet, also further developing the contact list.

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[Master Spreadsheet, CRM Spreadsheet (censored for privacy protection)]


Photography


During the previous week, I spent part of the studio session taking photography for the website and blog thumbnails. I did this again this week as I needed additional photos.

[Production Log thumbnail examples, taken with Canon 1300D, 18-35mm]


Modelling Delegation


To alleviate the workload from 3D lead, I am also modelling one of the assets; The Ferris Wheel. I've taken the concept art for the asset and looking through Pinterest for references as I prepare to start modelling.


Apart from this, I've done the usual updates for the schedule and Master Spreadsheet including other discussions, feedback, dailies, etc.


What I’ve been listening to this week:

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GEORGE MORRIS


Import into Unreal and Troubleshooting


With help from Michael Davies an animation tutor as well as Priya we managed to successfully import an animation from Maya to Unreal as a geometry cache with textures and all, even in the correct world space. Before I had problems getting the geometry cache to animate with textures on, until Michael showed me how the import settings in the geometry cache could be changed.


Another problem I faced was with the normal maps of the characters. It seemed the normal maps were misaligned on some of the models as shown here:

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[Unreal Engine render, texture seam issue]


After some testing I realised that the export for the normal maps was wrong and all I had to do was flip the Green channel to fix the problem.


With help again from Priya and Michael I managed to successfully import cameras from Maya to Unreal. After some trouble shooting we managed to get it working.

In the meantime as the environment gets finished I have been working on one of the most technically demanding shots, Shot 050.


What I’ve been listening to this week:

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JACK DEVEREUX


“Continued to block out shots, received feedback and am currently implementing it.”


What I’ve been listening to this week:


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JESSICA HILES


Dailies and Troubleshooting


"This week I tried to progress as much as I could and at least get the blocking sorted. This was fairly difficult for me. I had done a lot of creature animations, but they had all been quadrupeds and nothing swimming in water. Water makes things look floaty, but with a bit more weight attached to them, this meant I really needed to get a good balance. They had to look like they were moving through something viscous, something with a lot more resistance to it than air. It took a few passes, but I finally got something that looked right and I passed it onto Priya so I could get feedback for dailies."


"The only issue I ran into this week was, not surprisingly, the rigs. After I passed them on, I encountered a few issues such as Maya's eyes looking broken. We told our rigger, and he tried to make a few fixes. None of which worked. But in the end we found out the issue. They had built the rigs in Maya 2022 and we were using Maya 2019/2020. As we couldn’t switch Maya versions as animators, it fell to our rigger to adapt them to work in earlier versions. Hopefully, by next week we can fix this issue."


What I’ve been listening to this week:

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MUHAMAD USMAN


I have finally textured my main container assets. I am more than happy with how it looks, since I have done a Low to low poly baking and the results look better than expected. With this I have exported these textures and implemented them into Unreal Engine 4. I am now currently working on the stall texturing.


What I’ve been listening to this week:

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PRIYA SHAH


"I have finally textured my main container assets. I am more than happy with how it looks, since I have done a Low to low poly baking and the results look better than expected. With this I have exported these textures and implemented them into Unreal Engine 4. I am now currently working on the stall texturing."


What I’ve been listening to this week:


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