Progress on animation for "Grove," an important scene as it establishes the main characters for the first time. Plus: eerie lighting tweaks on "Ritual." And lighting on daylight shots in general, helping the environments pop. Finally, work on the "Boss" sequence began.
This week, the animation department continued to rock on the 'grove' sequence. This sequence establishes all the characters with their own personalities and reveals the sprites for the first time. A bunch of new shots have been added, some WIP and some finalled. Which character do you like the most and why?
This week was all about finishing lighting on 050_ritual: Creating fire simulations, tweaking the lighting, making the lights flicker to create that eerie fire effect to make this scene super dynamic! Furthermore, I went back into 010_intro and continued refining the lighting there.
This week I've been doing a lot of smaller tasks. Apart from that there were some changes to the bushes to increase their quality and remove intersections. The clouds for the ending also got some new models.
This week I focused mainly on generally overhauling our environment and plant shading. We are now rendering our daylight shots and there the environment should really shine. Specifically I looked in the shading of the sprite village set and the shading of our leaves for the bushes and oak trees, as well as the ferns among other things.
This week I wrapped up Village lighting. Some shots needed more attention for better continuity and focus, guiding the viewers eye better. Next: Groovy Grove Goodness.
this week animation team started on the boss sequence
Working on CloudRig tutorials, bugfixes and new features, while fixing minor stuff on Sprite Fright that comes across my desk.