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Production Log #37

  • Jan. 22nd, 2024

Simon Thommes
Simon Thommes Technical Artist

I continued with the shading of Mikassa, baking normals, filling up the remaining areas with brush strokes, adding in some detail on the clothing and making sure the brush strokes can deform properly. There still is lots to be done in terms of texture painting and creating different levels of detail, but this will be the highest LOD that we need for her full body.

Mikassa - Shading Iteration Viewport

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1:33

Mikassa - Shading Iteration Viewport

Mikassa - Shading Iteration

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Mikassa - Shading Iteration


Andy Goralczyk
Andy Goralczyk Art Director

This week I started creating kelp assets based on a crazy amount of brush scans from Vivien. I continued improving the Previz Camera Importer add-on and blocked out the lighting on our first test shot.

Previz Camera Importer Add-on - Support for multiple sequences and baking animation

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0:40

Previz Camera Importer Add-on - Support for multiple sequences and baking animation

Kelp assets - texture cleanup and basic geometry setup

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Kelp assets - texture cleanup and basic geometry setup

900_0010.lighting.v002 - Quick lighting tweaks

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900_0010.lighting.v002 - Quick lighting tweaks

900_0010.lighting.v001 - First rough blocking

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900_0010.lighting.v001 - First rough blocking

Beach set - first rough blocking

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Beach set - first rough blocking


Beau Gerbrands
Beau Gerbrands 3D Artist

This week all of the fish and seagull are retopologized and ready for shading.

Seagull Model Sheet

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Seagull Model Sheet

Ballan Wrasse Model Sheet Topology

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Ballan Wrasse Model Sheet Topology

Atlantic Salmon Model Sheet Topology

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Atlantic Salmon Model Sheet Topology

European Sea Bass Model Sheet Topology

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European Sea Bass Model Sheet Topology

Pollock Model Sheet Topology

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Pollock Model Sheet Topology

Trout Model Sheet Topology

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Trout Model Sheet Topology


Pablo Fournier
Pablo Fournier Animator

This week i worked mainly on the edit, also I did a hand test to check the deformations and will help with the cracking. Also I'm starting to do a animation test to try how will be the final look on a shot in the movie, I manage to do a layout/first really rough blocking to expose some animation beats.

900_0010-anim.v001

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0:04

900_0010-anim.v001

hand test

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0:12

hand test


  • Production Log #37
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