Friday, 30 April 2021

BSA703 30/4

While looking into Weta Digital works, I found this article on Mulan set building specifically the massive digital city. One of the videos shows how Weta broke up elements of real life Imperial buildings and building blueprints to create a mix and match type collection of assets. I can definitely see this being useful for large scale projects, as you can re-assemble a limited number of parts into so many variations, creating a greatly increased amount of unique assets with less manpower required. In terms of world building, this is a key concept that I want to take on board and be able to use in future projects(especially since I tend to take a while when creating assets).

 https://www.latimes.com/entertainment-arts/awards/story/2021-04-14/mulan-imperial-city-vfx-details?fbclid=IwAR26tOJSy8V7P6g8QVrPTZRatVCvIQdeZKdm7yVC9Qjc-33l5Y6COnL25JI

Weta created Lumberjack for creating digital vegetation https://www.wetafx.co.nz/research-and-tech/technology/lumberjack/ and CityBot for generating large cities https://www.wetafx.co.nz/research-and-tech/technology/city-bot/ Im going to take a guess and say this was the software they used for creating the Imperial city in Mulan.

Interview with Hamish Beachman, who is currently the lead Environment Modeler at Weta Digital https://discover.therookies.co/2019/04/24/career-advice-working-as-an-environment-modeler-at-weta-digital/ He provides some interesting insights from someone who, like myself, didnt start out on a digital career path but switched later on. Its also nice to hear that Maya is still a key program being used.

Also side note, found this article linked to the Hamish interview and while it is not relevant to this project, it is relevant to the career path I want. https://discover.therookies.co/2019/04/25/how-to-get-into-the-video-game-industry/ 

Nicely laid out pipeline graphic, easy to follow and understand.
https://jiharu.github.io/datt2500/week09.html


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