Painfully but necessarily, we shorten our story and killed the flower character because our old design is way out of scope. Right now, the feather has stood out the most as it serves as the focal point to lead the whole desert bloom. We are happy to bring the compactness of our story up a level. Below is the new storyboard we have.
Weidi has made it into a 2D animatic so we can start to have a general feeling of the pacing.
According to our new storyboard, we have sat down together to generate a technical list and prioritized the tasks.
Cara has been working on environmental choices and a pair of comparison pictures to showcase how the environment changes along with our story (before and after the rain).
In terms of our character, Rosy started the retopology and rigging process, so hopefully, we will have a rigged-ready character in a week or so.
Zoltan implemented a primeval version of the volumetric cloud that will be used on our gathering cloud shot and a desert bloom demo shot including texture propagating and small grass growing. JD decided to use Blender’s fluid simulation for the raindrop close up due to its stability and she has figured out the corresponding pipeline for fluid simulation
In the end, we’d like to show our refined Logo.