Lynth Update #9
After some bumps in the road we are starting to get back on track with our film. We are still having major problems with certain team members that I’m not sure what to do about. I’ve come to the conclusion that we need to just stop asking and expecting anything from one of said teammates and at this point that’s just what I’m going to do.
Character models are in good shape. Several are getting finishing touches on rigging while others are still being retopologized. The character model I was working on is fully done with retopology and is in the process of being uv’ed by someone else and will then come back to me for me to reproject details onto and then it’ll be ready for rigging. I’m sure I’ll also have to redo plenty of details after the reproject so I’m preparing for that as well. In the meantime I’ve got some wood to sculpt.
Our story has been reduced to a much more accomplishable scope which I’m both relieved and also a little peeved about. I’ve tried to tell everyone time and time again that our film was too much and needed to be cut down and was shot down every time but as soon as someone else says the same thing it’s the next big trend. Oh well, such is the trend this project seems to follow for me. At least everyone got there eventually.
Environments has taken a bit of a hit that we will need to cover for. Some unknown person/people on the floor who isn’t even involved with our thesis updated UE5 on most if not all the computers and it corrupted the hell out of our project. We were at least able to recover some of it but we’ve still got a lot of catch-up work ahead of us. So that’s cool. It also puts a wrench in our abilities to start animating which sucks. I’ve become quite passionate about animating and am bummed to have to wait longer to get started on it but it is what it is. Hopefully by the time winter break hits we will have some scenes ready for animation because I’d really like to be able to get started on something for it over the break.