Second day in SESI, was introduced to Ari Danesh (One of our mentor), he had Aerospace Engineering background pior to joining SESI and was a friendly guy! He called us to his office and tasked us with recreating a rocket asset with an user interface which is artist-friendly. He gave us a sneak peek of his hip file and a reference image to follow, and off we go!
I went for the Polygon instead of NURBS approach. After lunch time, Ari called us in and gave us a rundown of his approach which was NURBS and explaining the network of nodes, what were the advantages for doing this way.Breaking down a "Line", Grouping them into separate groups so we can set up parameters. Revolving this and we are able to make changes in the future. There's a long list of stuff to document in words but I'll key them out in point form for now.
- Intro to "Join SOP" (Multiplicity)
- Modeling in subdivision
- NURBS v.s Bezier Curve
- Order parameter
- Keeping model 0 - 1 scale
- Using Copy SOP and expression copy geometry around the hull (What i did was make normals point outwards using "Point SOP")
Pitching storyboards
We were given time to work on our storyboards again before showing them to Ari, I had three.
And it was totally okay for us to use screen captures as reference or even try to replicate them!
1) Space Shuttle Launch (Initial one, dropped due to heavy fluid simulation)
2) Blacksmith (My personal favourite, it was mainly inspired by and a tribute to World of Warcraft: Cataclysm)
3) A flying robot/gadget (Driven by expression and fly off with thrusters switched on)
I decided to refine 2), the blacksmith idea. SH030 and 040 were added in after sitting down with him, he suggested we could have my initials stamped onto the molten template which I really liked and that both 2) and 3) had good potentials.

end.
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