Post the link to your final layout pass. A SyncSketch link would be preferred (so we can draw on it), but any video would be OK.
Remember:
- 1920x1080
- Avoid Overscan if you're using Maya
- Have opening and closing title plates (content up to you at this point).
- Consider fading up from black at the beginning and fading to black at the end.
- Foley and audio.
- Give real love to your lighting
- If you're in Unreal, get rid of that pesky autoexposure. Watch to minimize the Lumen glow around objects.
- Watch for the default fog that Unreal has. If you want that great - if not, get rid of it
- If you're in Unity, remember, you have to turn on shadows for each light (they are off by default).
- Make sure you're using the right shaders so you can get predictable lighting
- No matter what you're using, get with Professor Salazar or me if you're having trouble with lighting.
- If you're in Unreal, get rid of that pesky autoexposure. Watch to minimize the Lumen glow around objects.
- The entire project should be visible here. Start to finish. Aim for 3 minutes. If you're over 5 - you need to cut shots.
- VERY limited animation. Not stepped pass (you animators!), gliding characters are fine. Power-poses are fine. This is not an animation project.
- Power-poses are still probably a good thing though. A-Poses are better default poses than T-Poses
- Carefully consider your camera placement and your lens choices.
- Don't spend time modeling. I know many of you can model (you modelers!), but at this point, a cube might be good enough to represent some props.
Due Thursday, December 12th, 5:00 PM
A few notes for some frequently asked questions:
Maya:
- If you're having trouble with crashes on output, remember you can do a Hardware Render of sequential stills. This will output your screen as stills that can be assembled in Premiere.
- If you're having problems with the character dropping into the floor when you play the game, select your character's Prefab. In the Properties tab, click on "Rig" and change it from Humanoid to Generic.. If you do this, remember that if you plan to animate an arm (for instance), you'll need to move that joint into the Timeline.
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