More sculpting files for you to pry apart, including expression tests. Witness the glory of Victoria’s scorn, and Phil as the very embodiment of dazed-slash-confused. Also: the art of adding fuzz to Rex’s cricket sweater.
At the start of the week I cleaned up and shared more production files, in this case the expression test sculpting files. Apart from that I got accustomed to and started working on the environment asset library and one of our first sets, the mushroom grove. The main focus here was to simplify the plants we already have, polish them up and create more variations to use for set dressing.
This week I mainly worked on figuring out the skin shading for our characters. I also looked into other shading details like adding displacement to Rex's sweater vest. A bit more of my time was dedicated to the geometry nodes project that I am also involved in.
My week was split halfway between setting up the rendering for our Rex animation tests and more hair grooming on Rex. Since the set-up of shots is slightly different using the new override system, it posed its own unique challenges that needed to be sorted out.
Reviewed all character eyes and implemented a standard. Ellie's clothing in progress. Retopologized the sole.
Last week I started animating on the very first production shot of the movie :D !! It's exciting to getting started on a fairly simple shot, but at the same time challenging to push the facial expressions of Rex burping. I've got to admit, I had to drink a few beers to dive into the character and make sure these burps are accurately represented. :P
What happens to a butterfly when it flies over a BBQ grill? Concept art! And some explorations of sprite village and elder sprite's tree.
A huge chunk of this week was spent troubleshooting a wide variety of things on Rex, CloudRig, even Blender itself. But the main goal was to make progress on Ellie's face rig, which is getting there!
During these last weeks I worked on a small animation trying to introduce Rex