Reasessing the FMP direction

By the end of August, the scarf project had developed significantly, both conceptually and technically. I had established the narrative structure, designed the pattern and its four main areas, developed the spatial world, created an initial previs and completed several technical tests involving cloth, stitching and the Cinema 4D to Unreal Engine pipeline. However, the… Continue reading Reasessing the FMP direction

First previs (first scenes)

By mid-August I began building the first previsualisation. At this stage, the purpose was not to develop materials, lighting or final design. The previs was deliberately very rough. I focused on: The environmental blocks were mostly positioned at their final heights without finished animation. After reviewing the first previs, I realised that the Discovery stage… Continue reading First previs (first scenes)

Stitching and thread experiments

Another important part of the concept was the idea that the scarf could progressively appear to be stitched as it travelled. I began researching ways of generating visible threads on the cloth. I explored Redshift tutorials that used procedural systems to create thread-like surfaces and close-up textile details. This was the tutorial I followed (in… Continue reading Stitching and thread experiments

Cloth & Scarf R&D

Alongside the visual development, I began technical R&D in Cinema 4D to understand how the scarf could move through the environment. The main challenge was combining believable cloth behaviour with a controlled path. I tested several different setups involving: Initially, directly combining the cloth object with the spline-based deformation caused problems. The setup that eventually… Continue reading Cloth & Scarf R&D

Developing different Animation Behaviours

One of my main concerns was avoiding a world where every element simply extruded vertically. Because the pattern contained four major zones, I started developing different behaviours for each area. I went back to the sketching and started writing notes and ideas: Some of the ideas included: For one zone, I explored an almost circuit-like… Continue reading Developing different Animation Behaviours

Translating the pattern into 3D

Once the pattern became clearer, I began translating it into a three-dimensional environment. I wanted the result to feel like an open sculptural landscape rather than architecture designed for humans. The main restrictions were: Each line or boundary in the pattern could become a raised sculptural partition, while each enclosed shape became an open spatial… Continue reading Translating the pattern into 3D