Intimidating teeth, smugger snails, and maximum fuzz for spider webs. Also: the difficulties of rigging clothes, evil eyebrows, fancy scripting, plus a funny/horrific demise (and, yeah, that’s a spoiler).
This week I worked on various assets like Sprite teeth shapes and props but mainly I was occupied with Blender development.
This week was split between working on CloudRig, addressing feedback and new features on the Sprite, and then getting started with rigging Victoria (neck down).
This is the updated week version of the rextoria sequence
Completed Victoria's hair and eyes, upper body is in progress. Created Sprite's alternate 'evil eyebrows'.
This week I looked into the spiderweb in terms of material and shading for additional layers to make it more dimensional and fluffy. Also I created procedural variations for the salty snacks with geometry nodes to give some some variety, as there are going to be several of them in single shots.
Last week was mostly animating on shots in the rextoria sequence. These updates are included in the edit uploaded by Pablo Fournier. Next to that I tested some sprite expressions that you can check here. Matthew decided to add 'sharp' teeth to the sprites to add to the scary look of these evil creatures.
Final paintwork on the Sprite village got done and a quick prop design got added to the pile of prop designs ready to go further down the pipeline