The week was about reworking Einar's Hut workbench and started to add assets from the scrapyard library. For the blow dart pipe I experimented with photogrammetry, wrapped gaffer tape around the bicycle pump and took 32 pictures for a simple scan to illustrate the idea. Next week the modeling pass for the interior walls of Einar's Hut will begin.
This week we did video reference for the first scene of the movie. Apart of being useful for animation we also wanted to see if we could sync up with the timing of the previz edit. It turned out we had to speed up some reference in order to match the edit. We need to figure out if we need more frames per shot, or to cheat it in animation. We'll find out by trying out.
This week I started to block some animation on the opening sequence
There have been a few updates to the head sculpt to increase the realism and make the facial shapes more believable in the long run.
Einar's robot arm is a very important part of his character. So far we only had a rough blocking of the geometry in place for animation tests. As shot production comes closer, we have to start detailing the block progressively. This week I worked on the upper and lower arm mechanics and underlying structure.
Created more props for the hut this week. Spending time on iterating the armchair and starting the blow dart gun.
This week I mostly worked on translating previz files into official layout files. A bit boring but necessary and useful to implement the individual shots and function within the pipeline. For the ending sequence I did a quick prelighting pass to feel the mood and feel of it.
I was only here for a couple of days this week, and spent most of that getting started with Einar's face.
I mainly worked on the inner mouth of Einar. A detailed pass is still missing but overall this mesh is ready to be used for the rig.
This week I started (re-)modeling the security robot to replace its blocked out geometry and define its body in detail. I'll still have to model the white 'shell' pieces and gun arm in the future to give the bots its final appearance.
This week I started collecting props for our reference recordings that include fighting, running, sneaking and assembling a carjack. In order to get some true feedback on holding a carjack and assembling components, I took the liberty to 3d print some aditional components to be able to slide them on the carjack. Next to that I did a quick animation test with the existing 'Snow' rig to start the conversation about the eye rig system for einar together with the rigging department.
This week I shared the current files and results from the facial shapes sculpting and baking process. The current results are a good enough base for further rigging and shading tests, but more is planned.
During this week I work on translating the temporal layout models to the previz version of the film
This week was all about modeling hero props and making them distressed using shapekeys and displacement modifiers. Also went out to scout for a possible location to shoot reference object, textures and structures.
I've been working on the Blender SVN add-on for the past couple of weeks.
My priority this week was to figure out the final look and feel of the factory production floor set. Previously the space felt a bit too open and gave Einar too many routes of escape in the fight with the security robot. More 'technology' was added to fill the background next to the entrance, pits were added to the floor. In addition to that the brightness of the interior was dimmed down to give us a better read of the characters.
This week I jumped into the previz rollercoaster, along with Hjalti and Pablo to make a full 3d version of the film. With some feedback I was assigned to previz the ending and I decided to bring in the latest models and environment to see how that would feel within the composition. This was a great help and gave us new insights on how to tackle the story beats a certain way.
I worked more on our asset pipeline to allow us a fully dynamic workflow where we are able to change the topology of a character slightly without losing compatibility with older versions.
These past week we have started to create an asset library sorted into different catalogues. For the upcoming weeks, this library will be expanded and prepared for production