Having modeled and rigged most of what we needed at this point, I moved on to begin doing grass, fur and render tests and adding in the completed models to the camera scenes Anna had set up.
Grass would be created using Xgen, and this early stage was mostly learning how to use the program. I’ll go further into depth on the specifics of what I discovered in a later dedicated post.
Setting the references up was easy enough, but playing around with the grass took a while to get the right settings, and even then, my laptop physically can’t actually render the entire scene.
However, the grass does look something like this. (I hope, I have no actual way of seeing if this translates well onto a larger scale.)
A couple other grass and fur tests involved playing around with density and noise and the colour of the grass. The dark grass worked well for a deep saturated grass that would appear when it was raining, but not really for a bright sunny morning.
The slightly yellowing dead grass would work well for transitioning into the nightmarish scape of the later scenes.