This week I have been doing further research on the subject and found some really cool resources. I have also been looking through old flight plans and footage of the Apollo missions just to get some more inspiration and important reference for the cockpit instrumentation and design. I have also produced a floorplan for the spacecraft cockpit, outlining the dimensions to which everything will be built. Furthermore, I have produced a moodboard for each of the different zones of the scene to help get an idea of what needs to be included:
Like in my second Style Matrix project I have decided to go for a more unorthodox shape for the cockpit, that is reasonably open plan; to give the viewer a sense of scale of the spacecraft (an exploration vessel). For this, I drew inspiration from the movie Interstellar as well as the video game Prey. I have produced a rough blockout for the cockpit shape as a proof of concept:
Another thing I planned for this week was to tackle the technical challenge of parallax occlusion mapping deferred decals. I have been trying for months to achieve this as it allows for crisp pseudo-3D details to be added at a negligible cost to performance. I have produced a technical report here detailing how I achieved this certain effect.
I feel like this week went well as I managed to overcome a hurdle I've been try to conquer for months and it turned out looking really well. One thing I struggled with this week was trying to figure out how to approach modelling cloth-based objects such as cargo transfer bags, piping, and protective covering, as these elements are core for setting the scene and narrative for the environment.
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