My week has been focused on building files for lighting of 040_sinking and 100_transformed. Both sequences have been pushed forward into layout - they also contain Mikassa which is a great chance to finally test the character shading in the actual shot scenarios.
This week we officially started layout for a bunch of sequences. Creating layout files means we are using the actual assets to build shots and get the shots ready for animation and lighting. Previsualized shots are still using temp geometry and rigs that won't be used for production. Therefore it's necessary to recreate shots within the pipeline. Once they are approved, we can start animating the shots.
This week I worked on some more technical setups that we would need in the shots that we are now starting to work on. Besides that I looked more closely into how we can make the broken version of Mikassa work with the individual shards, that Julien was working on, together with Pablo for the test animation.
During this week I mostly worked on making a layout/first blocking on seq 100, like this lighting can start to work on production shots