The week started for me doing some shading tests on a static prop (the boat's steering wheel) to test out whether we can use the brush system to depict different kinds of materials. After that, we needed the giant rock formations of underwater layer 2 for the previz. I picked up on the previous coral generation ideas and prototyped some tools for generating their base meshes in a procedural way.
This week I finalized the general body topology of Mikassa. Some tweaks are still going to be made but this is now ready for more rigging and animation tests.
This week I've been continueing on storyboarding on sequence 11 and 12. Since there is no concept art regarding Mikassa in her 'ethereal' form, I've come up with some sketch to get that conversation started. Along with that I've experimented with 'real' cracking deformations and translating boards into 3d previs.
This week was the release of Blender 4.0, so I finished a video explaining the new node tools feature for Geometry Nodes. Then also I spent some time to finally put together a detailed blog post on the character shading of Wing It!. For Gold I just managed to test the reflection brush strokes a bit more and give us a more convenient way to control the flow direction with tools to mark edges in the model directly.