Thursday, 14 August 2025

More project work progress

 I spent most of today tweaking the previs terrain for the service road. It's now reasonably close to the ARMA 3 storyboard. Matching a 3d model up with the output of a game engine is a weird way to do this. Artistically constraining for questionable reasons, but a great exercise in the technical side of environmental design. Is this close enough? We'll see!

Stand-in character placement

I created each canyon wall with a cube that I extruded along the undulating path. I then stripped away all the geometry except for the inward faces, which then served as a geo-scatter target for various test assets. I ended up with a chunky piece of wall that I created using Rockify.

Manual placement to (mostly) match the storyboard

Lens sim FTW

Bushes

Overview of the key area

Character placement might be tricky with the current small boulder implementation. Looks quite nice, but I might need to push them back into the wall to avoid limiting the animators.

Downing tools for now


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More project work progress

 I spent most of today tweaking the previs terrain for the service road. It's now reasonably close to the ARMA 3 storyboard. Matching a ...