
Heres some more environment work, as well as some screens for my side waterfall effect.
Environment_Level01
Environment_Underfloor
Environment_Underfloor_Screengrab
Environment_Level02
Indoor Waterfall Screens
The underfloor is just that. I wanted to pan down and comp to a darker scene. I filled this area with very low poly objects with a little bit of shape. I'll probably flat shade these and just focus on where the ball is dropping. The ball's have that light texture on them, so I'm hoping it sticks out a bit. Theres a lot of detail but I dont want to focus on any of it, so I'll probably use common shaders on a lot of these objects. Again, not a lot of UVing planned. I'm sticking to the idea for this part in that something bled acid over the floor up above and it tore through the level. I wanted to add some post spark effects above the air duct (bottom part).
If you take a look at the latest dynamic previs Ive done this might make more sense.
The level 2 part is the least furthest along. I was thinking of something like a maintenance tunnel. Well, originally I wanted to put water in there, but looking at where its at compared to the level above that wouldnt make much sense, since the floor above has windows that look out in to space.
I'd like to progress the cause and effect to the right, and curve it left down another hall way in the same "room" where the final outcome will take place. I plan to texture this a bit more then the previous 2 areas. I'm hoping this wont take too much time.
My fall back plan is to toon render all of this for the contest final. I dont want to do that, but if it ends up happening I plan on going back to finish this the way I had planned. Guess I'll have to see what kinda settings I can get away with vs time constraints.
The waterfall was done by taking 2 of the wavy meshes and constraining the particles between them. I have a third mesh behind the first 2 with magic on it at a low value. Dont know if its making a difference. it was at one point but now im not sure I need it now with a different setup. I just left it in just incase.
Not the greatest job with this, I ran the mesh animation and it goes so fast it looks like animated noise. I'm sure its a scale issue. I'm not too worried, this was more of an aesthetic effect anyways. Not going to dwell on it.