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Production Log #44

  • May 3rd, 2021
This week on Sprite Fright

Multiple plant and fungi assets were updated. And as Sprite Fright’s animation phase accelerates, lighting for new shots was blocked out. Also worth noting: new walk and run cycles. Finally, environment shading continues apace, and hard work goes into a vital scene.

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Julien Kaspar
Julien Kaspar 3D Artist

I made some more updates to the plant and fungi assets and updated the moss for the sprite village set. More set work will follow.

Elder Sprite Tree Vegetation

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Elder Sprite Tree Vegetation

Foxgloves

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Foxgloves

Hoof Brackets Gills

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Hoof Brackets Gills


Andy Goralczyk
Andy Goralczyk Art Director

More Sprite shots! Since animation is progressing at quite a fast pace, the lighting for the new shots was also blocked out. The snails got multiple color makeovers. We first tried purple to set them apart from the background (and the sprites), but since then we decided to go back to a greenish hue to make them more slimy and gross.

110_rextoria.lighting.v005

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0:37

110_rextoria.lighting.v005


Simon Thommes
Simon Thommes 3D Artist

I spent the week mostly on more environment shading and elements for the rextoria sequence. Finishing up webbing the set, adding and fixing details for the slingshot tree, prop shading for the thorn weapons and going back to the snail system with actual animated snails.

Thorn Weapons Shading

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Thorn Weapons Shading

Rex covered in snails

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0:57

Rex covered in snails

Additional Spiderwebs Whackamole Set

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Additional Spiderwebs Whackamole Set

Slingshot Tree - Shading Details

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Slingshot Tree - Shading Details


Pablo Fournier
Pablo Fournier Animator

This week animation team continue working on their shot on the rextoria sequence

110_rextoria.anim.v006

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0:37

110_rextoria.anim.v006


Rik Schutte
Rik Schutte Lead Animator

A little catch up from the week before, I established some of the different runs and walks we're gonna implement for the Sprites throughout the movie. These will function as a base for animators to jumpstart their shots and making sure the speed and style are consistent. Apart from that I animated the slingshot shots in the edit, which you can see in Pablo's production log.

sprite evil walk

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0:00

sprite evil walk

sprite happy walking fast

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sprite happy walking fast

sprite evil running fast (world space)

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0:03

sprite evil running fast (world space)

sprite evil running slower

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sprite evil running slower

sprite evil running fast

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0:00

sprite evil running fast

sprite happy running

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0:03

sprite happy running


Angela Guenette
Angela Guenette 3D Artist

Started Jay retopology. Completed the head, separating it at the neck from the rest of the body hidden underneath clothing. Also completed the eyes and the teeth with its alternate 'square' teeth shape key.

Jay eyes - corrected

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Jay eyes - corrected

Jay alternate 'square' teeth shape key - retopo

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Jay alternate 'square' teeth shape key - retopo

Jay teeth - corrected

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Jay teeth - corrected

Jay inner mouth - retopo

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Jay inner mouth - retopo

Jay head, side - retopo

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Jay head, side - retopo

Jay head, 3q - retopo

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Jay head, 3q - retopo

Jay head, front - retopo

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Jay head, front - retopo


Demeter Dzadik
Demeter Dzadik Rigger

Last week I got Victoria's face and the spiderweb rig to a testable state, and this week I implemented a huge amount of feedback on them and put out some fires!

Spiderweb rig

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1:21

Spiderweb rig

Victoria face rigging part 2

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1:53

Victoria face rigging part 2


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