Wednesday, April 24, 2019

In the Details


Greetings, one and all! This week saw the continuation of several lines of work, as well as the completion of one long in coming. First off, the audio nightmare that was the park scene has had its ADR applied, and adjustments for realism are underway.


Secondly, more detailing is being added to the city, this time from the electronics scavenged last week.


Last, but not least, the weathering has finally begun on Hunter’s ship. Watered-down acrylics are stippled across surfaces and painted into the recesses, to give an added feeling of age and depth. 

 
Despite one or two accidents, I’m pretty pleased with how this turned out. For starters, I actually had the good sense to experiment on the side we’ll be seeing less. But even that went well, so mission accomplished.

Well, that’s about all for this week. Until next time!

Wednesday, April 17, 2019

Waveforms and Skylines


Greetings, one and all! Well, this week saw a breakthrough in the audio department, and we’ve finally begun to sync the mass ADR that is required for certain scenes and episodes, as well as adjusting them to match the natural tones of the environment.

Sunday, the team returned to the cityscape, this time working to scavenge detail pieces to add to the buildings.




Afterwards, we took advantage of the slight pause in the rain, and got everyone out for some exercise…


Exercise with swords, but exercise, nonetheless.

Lastly, the green screen work is plodding ahead. Each pass reveals new issues, but we’re gradually getting there.

Well, that’s about all for this week. Until next time!

Wednesday, April 10, 2019

City of Foam


Greetings, one and all! This week was heavy toward model work, with some digital post, as well. First off, a couple days were devoted to making giant crystals for our university city. After a few failed attempts, we have a design that should work.

Sunday, the team returned to the cityscape, adding more general texture to the relatively simple foam shapes of the “city.” The time goes quickly, when you’re up to your elbows in crafting debris.



 
Next up, yet more sound design. After we ran into a bottleneck, on that end, we turned to the tedious process of fixing the green screen shots. Thankfully, this was only used in /one/ scene…


Well, that’s about all for this week. Until next time!