Follow the latest updates and progress on Sprite Fright.
An exquisite wool pattern shader for Rex’s cricket sweater. And parallax mapping for Rex’s equally exquisite baby blues. In non-Rex news: the main lineup is approved, and the gigantic challenge of Victoria’s gigantic ‘80s coiffure.
I started working on shading experiments for Rex. The main focus here was his sweater vest. The challenge was the pattern and making it look dimensional without the use of displacement which would require a very high mesh density.
Victoria's hair is going to be one of the most challenging tasks. This week was balanced between hair grooming and creation of some of the props we need for the layout process. Jay's boombox needed to cross over into shading, so modeling for it was wrapped up as well.
There’s a lot of Phil going on. Phil’s hair, Phil’s turnaround, Phil meets the ShapeView addon, and a very popular image: Phil scoffing a packet of crisps. Other delectables include Elder Sprite’s beard shading, and walk tests for Sprite Fright’s OG, Jay.
A classic task for concept artists: design a tree. Talking of trees, the log on which Phil sits to guzzle chips gets retopo and shader love. Also, BBQs, moss, and the dangers of Face Chains.
I refined the bark shader a bit and put it onto the log asset that we have for the Phil render. I also started with the shading tests on Phil. For the hair I tried layering shells as a possible solution for mesh hair.
For your inspection: sketches of Sprite Fright’s establishing shot, showing the teens crossing a bridge into the sprites' forest world. Plus early Emily (Ellie) designs, and running/jumping/pointing with animator Pablo Fournier.
I worked on the procedural bark material with a variety of parameters to tweak it.