Follow the latest updates and progress on Sprite Fright.
Some interesting comparisons: a static Phil versus a more dynamic Phil, a saturated bridge painting versus a high key bridge. In other words, a staple of great creative--constant iteration. Other examples from the same log: rigging a detachable sprite limb, and the progression of Elder Sprite.
Watch a sprite melt! Experience a terrifying chase! Quake at Phil’s rainbow sandals! In this installment: a load of drama, a ton of updates, and a mass of new design.
While mainly still working on the procedural shading course, I made a quick test for the melting effect using shader displacement and dynamic paint.
Ellie/Emily’s jacket gets a denim shader, various characters get a head sculpt, and the pipeline gets a handy addon that allows multiple artists to work on the same character...simultaneously...across different files.
I took the denim shader and customized it more for the jacket. I also added seams to the shader and experimented with the size of the pattern.
A treasure trove of early concept art, plus a look at the origins of what will become one of Sprite Fright’s key images here on the Cloud: a sprite peeking over mushroom caps.
I made a procedural denim shader with an acid wash effect and assigned it to Ellie's jacket as a first test.
Initial blocking of Ellie's Binoculars and the Snail from concept drawings and reference images.
Ellie/Emily’s initial designs by famed former Pixar artist Ricky Nierva. Also, a collection of plants and fungi. These assets included procedural elements, allowing variations to be created with a flick of the artist’s mouse.