Woah...
Porting this project to Unreal was a correct move. Correct, but insanely painful move.
Here’s how it’s looking now. It’s still a work in progress, but you can already see the direction it’s heading. This is the last time you'll see this part of the animation in WIPs.
Speaking of WIPs, I'm not sure if there will be any WIPs after this one, as I'm working on final touches for each shot. Most likely, the next MA1 post will be a release post.
The environment is not final, and it changes with each shot I work on. I also finally managed to create my first tool for the environment - bush/shrub generator! The bushes in the background were made using this tool, and it works pretty well. I still have a few tools left to make, but I’ll get to them eventually.
Now to the issues. Porting all assets into Unreal was a lot harder than I thought it would be. It's slow and full of issues process. Recreating material setups for each material, fixing import issues, dealing with VRAM overflow crashes, reimporting stuff that for some reason broke mid-import/mid-export, using Houdini to convert exported files from Blender to a better-working format for Unreal. Uhh... Yeah, it's a long and painful process, but it does worth it.
Animation itself won't change much. It's a mess to fix or adjust. I'll just fix the most eye-catching issues in animation. For VFX - I don't plan to add any VFX other than fluid simulations and egg falling simulation. I've tried to make a cloth simulation for her cape, but it didn't go well.
I think that's all for now. The next post won't be soon, but you can check "Pinned info post" for progress. I'll try to keep it updated with each shot being finished.
Just a bit and it will be finished.