Follow the latest updates and progress on Charge.
This week I mostly focussed getting the facial expressions to work nicely in animation. For this I created an animation test with the latest einar facial rig. We still have some minor feedback to iron out, but the face is ready to get animated soon!
This week I did more lighting tests. Started the texture of Einar's heist map and modeled more details in the factory set.
This week I spent more on details of Einar's face. Mainly on shading the eyes and the inner mouth. Apart from that I worked on optimization.
The junkyard got improved surrounding Einar's hut with more assets and geometry nodes to distribute them. The Guard Room received a suspension system for the monitors, office plant, stationary and a preliminary design for the control panel.
This week I went back to working on shading the human part of Einar. I reworked the hair shader for a more realistic result, made an initial pass on the shading of the upper body, painted in the scar tissue into the textures and generally did some more work on the details on his face. I also was experiencing a lot of crashes that needed to be investigated and had to work on our pipeline regarding keeping outside collection relations when merging character updates into a working file. I also spent some time on preparing node setups for rigging the hair and started investigating how we can properly optimize our assets for rendering with Eevee.
This week I focused on wrapping up the skin detailing for Eianrs face and hands. More work on the facial shapes also took place but just in the form of fixes.
This week I continued animating in the fight seq, refining some shots and starting others.
This week was about wrapping up any UV's for the interior of the hut and tidy up a bit. Next was the addition of three extra huts (two unique) for shot 020_0020. These new neighbors are Bjarni, Freyja & Gunnar.
Animation got more sophisticated with updated rigs, new sets and fresh facial expressions. We're about to finalize the facial rig of Einar. This is a rudimentary expression test to check the displacement maps firing on different expressions. We still have some work to do, tweaking shapes and adjusting the rig, but soon it will be ready to be animated
This week I went back working on the factory set. In the meantime I threw some temp lighting into scenes to get a feel for the details that need to be added.
This week I did the biggest chunk of work on shading the robot arm of Einar. It is nearly done now. I did most of the texture painting, a rust pass, added edge damage and made the road sign he welded on as a shield.
Last week I spent some time recording a of the new hair curve sculpt mode. I also finalized (for now) the security bot's gun arm.
This week I focused on the jacket shapes and any other clothing shapes that I needed to prepare and import from the rig. Apart from that I also did various small polishing tasks for the facial shapes.
This week I continue working on the fight sequence, almost finishing shots 30 and 60 and blocking Einar on shot 100
This week I wrapped up most of the unwrapping of the Hut and made sure to tidy up a bit. After setting a new goal to create more drawovers, I explored more options for the exterior of the hut. This worked rather well to convey ideas and start the conversation. Lastly, I added more assets to the scrapyard library such as pallets, and distressed versions of existing assets.
After some weeks of absence I am working on wrapping up the last tasks of Einar. The retopology is finished and the last design sculpts have been completed for baking. Facial shapes and clothing shapes are in full progress and being polished for rigging & shading.
The last couple of weeks I've been working on a mix of hair styling for Einar and detailing the body of the security robot. To test the look and feel of the film (and also eevee) I made a quick and dirty test render of one of the opening shots.
This week I started doing a shading pass on the robot arm. Nothing is quite final yet, but I added the base shading setup, created some tilable textures and utility nodegroups, baked down a bunch of the base maps and started texture painting. There need to be more details and signs of wear/age but it's getting there.
this week i worked on some shots on the sequence 060 fight
This week was mostly about preparing the scrapyard and hut files for shading. Things like removing old models, checking the topology/modifier stack, and eventually unwrapping. And Einar can sit now with this folding chair!