Multiple plant and fungi assets were updated. And as Sprite Fright’s animation phase accelerates, lighting for new shots was blocked out. Also worth noting: new walk and run cycles. Finally, environment shading continues apace, and hard work goes into a vital scene.
I made some more updates to the plant and fungi assets and updated the moss for the sprite village set. More set work will follow.
More Sprite shots! Since animation is progressing at quite a fast pace, the lighting for the new shots was also blocked out. The snails got multiple color makeovers. We first tried purple to set them apart from the background (and the sprites), but since then we decided to go back to a greenish hue to make them more slimy and gross.
I spent the week mostly on more environment shading and elements for the rextoria sequence. Finishing up webbing the set, adding and fixing details for the slingshot tree, prop shading for the thorn weapons and going back to the snail system with actual animated snails.
This week animation team continue working on their shot on the rextoria sequence
A little catch up from the week before, I established some of the different runs and walks we're gonna implement for the Sprites throughout the movie. These will function as a base for animators to jumpstart their shots and making sure the speed and style are consistent. Apart from that I animated the slingshot shots in the edit, which you can see in Pablo's production log.
Started Jay retopology. Completed the head, separating it at the neck from the rest of the body hidden underneath clothing. Also completed the eyes and the teeth with its alternate 'square' teeth shape key.
Last week I got Victoria's face and the spiderweb rig to a testable state, and this week I implemented a huge amount of feedback on them and put out some fires!