Production Pass Review #1
- dario1mccormick
- Sep 27
- 1 min read
Honestly didn't know this was an individualized thing. I thought it was a state of things like last semester where one group member just wrote everyone's states and turned in one thing, so my bad. That's why this is so late.
My goals for Prod Pass 2 as of 9/11 were the following.
Figure out how to port whitewater to Maya.
Make an actual simulation for what we need. The beach sim I was one day away from presenting was a literal beach sim, the waves are slow as they crawl onto the surface, done for an ocean, it doesn't really look like water because the beach sim is so slow. It's also incredibly inefficient.
Wait until teammates are done and use the actual beach layout instead of my placeholder.
Begin researching wood collision sims and how the pipeline for getting a boat to float works.
IMPORTANT, find replacement for Houdini stylizer, do my best to ensure that it can stack on top of David's texturing method to save time. Also take Prod Pass notes into account and make the ocean itself darker.
Get mentors to help me in Houdini.
If possible (if rig gets done on time) help with animation.

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