GETTING PREPARED FOR GDC
Before setting off on our excursion to the Game Developers Conference (GDC), where students immerse themselves in the latest industry insights and technologies, we’ve been hard at work ensuring our production stays on track.
Environment-wise, lighting for various scenes has been finalized to capture the essence of our timelapse showcase. The asset team continued working on the meticulous UV unwrapping and texturing of key elements like the water tank and bookshelf. Additionally, a highly detailed and captivating rendition of the brain model is now complete.
The character development phase reached a milestone as the monster model is now ready for rigging. The team is gearing up to spend the next few weeks experimenting with two different cloth simulation workflows for the animation process. While initially exploring chaos physics within Unreal Engine, it was found to be somewhat unstable post-importing of the simulation mesh. As a result, the team opted to transition to an alternative pipeline, utilizing Marvelous Designer to craft the animation and then exporting it as an alembic file into Unreal Engine. However, the suitability of this workflow is still under scrutiny, especially considering the potentially large size of alembic files. Additionally, our VFX artist kicked off the week by diving into thunder prototypes.