Follow the latest updates and progress on Project Gold.
This week I kept working the sailing sequence skies, added some more simple animations to the clouds.
I tried polishing most of 260_return this week: The floating water particles finally got separated into their own render pass to allow for camera motion blur. I also added painterly light streaks to break up the CG smoothness of the volumetric beams. The sailing shots from the beginning and the storm sequence got some minor updates to bring them closer to the finish line!
I spent most of my time this week going over all the shots that need some ocean FX for the interaction with the boat and additional foam on the surface. There is some more iteration that needs to be done and a a few shots that are still missing, but it's getting there!
I spent most of this week adding fish swarms to all the shots in 230_sinking in order to add more life to the coral reef. This sequence is mostly finished now and all the shots are ready for rendering in high quality. 220_storm and 250_whale are also close to being finished, so I did some minor adjustments here and there to get them across the finish line in terms of lighting.
We had a Geometry Nodes workshop happening at the Blender headquarter this week, so a lot of my time was taken up by that. But besides that I worked more on the water interaction fx and experimented more with a stylization method for painted reflections.
This week I kept working the clouds and the island in the sailing sequence and added some simple motion to the clouds.
Most of my time this week went into exploring the fx for the interaction of the boat and the water to add foam in the boat's wake. This will still need some further iteration but already adds a lot.
This week I worked on the final shot of the sailing sequence, adding clouds and a simplified island in the background.
This week I spend refining the storm clouds in the island shot and started on the clouds behind Mikassa for the reverse shot.
It was a short week for me but I made an improved version of the Mikassa progression mockup.
I worked on different FX, mainly for the sinking sequence where we had the important narrative element of Mikassa's cracked head still missing. For that I added bubbles and some movement in loose hair strands. Besides that I worked on the FX for when Mikassa puts herself back together and her light body builds itself up.