Schedule:
Week 1:
- Research trim workflow/application (60%)
- Research floater creation/application
- Establish trim sheet layout and workflow
- Decide on all needed assets
- Block out scene
- Proxy all assets
- Insert Proxy/Blockout into UE5
- Begin Maya high-res
Week 2:
- Hi-res all assets in Maya
- Finalize trim sheet layout and workflow
- Begin organizing trim sheets
- Create floater assets
- Begin game res assets
Week 3:
- Begin baking floater assets
- Finish game res
- UE5 first lighting pass
- First texture pass
- UE5 Blueprints to store lights with the models
Week 4:
- Finalize all textures
- UE5 final lighting pass
- In-engine material set-up pass
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