IMMANENT GROUND VR WIRE CITY PROTECTION ROOFTOP (Vacuum Cities x 3…
IMMANENT GROUND VR WIRE CITY PROTECTION ROOFTOP
Vacuum Cities x 3
Build bones in each tube. Make IK handle from 2nd joint, so that bottom of tube remains constrained in body-hole. Keyframe animation. Remember that when skinning, Influence # is important. Also remember that pressing up arrow selects the next joint in the chain.
Build simple skeleton for main body mesh. Keyframe animation.
After vacuum city is rigged, get a render of it in Arnold with Arnold materials. emisive windows + eyes:
Notes: When Combining in Maya, if you want all the objects to be the
mesh - you need to Merge Vertices as well.
HANGING BODIES, some holding phones, some simply hanging = find a skeletal mesh somewhere online, make it one tone (it doesnt need detail). Make a version with a glowing phone and one without. Ragdoll physics in UE4? IF they hang from Vacuum Cities with cable component, how will they move? Will the vacuum city pull them along if they are set to movable? does the cable allow for that?
Use low poly in realtime UE4 environment. Use High Poly for texturing in substance painter = saving out normal, specular, colour maps that are super HI-RES. applying them in UE4.
Make two versions of complete Vacuum City Mesh = high poly version with tubes attached and low poly version with tubes attached.
Make UV maps of body mesh + tube mesh
Combine Tubes with body mesh in Zbrush - note that body mesh should be low poly (NOT reduced) and Tubes should be high poly when combined, to preserve tube detail. Might need to merge vertices later in Maya, but hopefully Zbrush manages a full combine.
Remake Tubes in Zbrush, pointing straight outwards
Remake body, head and nose in Zbrush
Need complete skeleton, entire mesh is one piece. Why is makehuman splitting it into parts? COuld find a different mesh + textures + skeleton online
Cloak = simple subdivided plane. Wire.jpg applied to it in UE4. Or could also substance paint it!
VR staff is ok, if time could redesign it.
VR headset is good.
Green moss texture is applied to human. If time, could repaint in substance painter
Character needs to be positioned kneeling. Shoulders need to move up and down, cloak needs to move with it.
Cloak to Unreal
Assigning separate materials to objects that are then "Joined" makes them Selectable in Section Selection mode of Skeletal Mesh editor = thus cloth editable. Test if this works, Maya > Unreal.
Landscape x 1
Character is kneeling on the roof of a tall building. Surrounding character is other tall buildings with windows that are lit and unlit. Sound emanates from below and above, orchestral emanations of a dying city (sound spheres in UE4). A piano plays faintly. The sound of breathing. Moonlight. Three vacuum cities
the character is wearing a VR headset that is plugged both into the ground and into fragmented detritus that floats (animated movement keyframes in maya) above characters head. wires going into ground = Cable Component in UE4 with low grav. Wires going into detritus = also cable component
The character is kneeling on what appears to be a semi-lush, semi-dead, overgrown rooftop. The ground is green and brown, plants grow in random places (UE4 foliage, blowing in wind?). Pools of water have formed in certain areas (substance painter). Detritus litters the ground (tiny static meshes?). The green/brown/grey overgrowth continues a bit down the sides of the building and then turns into grey concrete.
The ground plane needs to be the same size as the rooftop. It also needs to have a bone + be connected to the character if we want cloth to collide with it.
Three vacuum cities with glowing eyes circle slowly around the character. Bodies hang from the vacuum cities, and buildings sprout from its body. The vacuum cities breathe laboriously (blendshapes in Maya), raggedly. They are half-alive, half-concrete phone dust. Scuff marks and wounds dot their bodies.
The character is immanently plugged into knowledge that emanates out of the ground, out of the city? The character is resting, healing, building, trying their best. The character is holding space.
Learn Sequencer and film a sequence