Week 03
Finalized hero models, interior props blocked out.
With the updated hero assets I could now start laying UVs and modeling interior detail. The upper curtain has been a challenging asset to troubleshoot as many unused simulations were ran.
Flat color block out to test color pallets. As Ryan was developing the building walls, a green tile accent wall was added. To tie in the accent colors the upper portion of the box office and cash register will have the same hue of green to enhance the unity.
Comp tests revealed a need to alter the interior of the booth as the greenscreen footage needs the actress to remain more forward.
In the Above orthographic view, the original interior shelf design have an even distance around the walls. To better incorporate the greenscreen footage, the revised shelf curves inward towards the opening. The curved shelf is still period accurate to other box office arrangements I studied.
The upper curtain was simulated in Zbrush, I used the box office walls as a collision object to obtain the unique shape. I then artistically altered the cloth sim until it achieved the shape in the reference.
On the 25th Ben and I went on a scanning walk around Sav capturing various textures. They showed me how to capture photogrammetry scans for textures and demoed the software workflow in Metashape afterwards.
Examples of two raw files captured for the scene.