Days of breakneck productivity, including the refinement of spider and dress designs, a first look at Ellie running, and much work on the cover of a 3D World special edition. (See this Cloud post on 3D World for more info.)
Mostly finalizing shading for the 3DWorld cover and transferring it to the production rigs, making sure that everything works on the temporary topology.
Worked on some teeth proposals and reworked Rex to move his retopology along for Angela. At the same time I was working on the first passes of Phil's expression tests to finalize his face sculpt.
This week I worked on the temporary thumbnail that is featured on the Films selection on the Cloud. This included more work on the logo with input from Matthew.
Mostly worked on some Lattice-based addons that the animation department requested.
This week I helped to define Victoria's outfit and design her accessories in detail. Also the spider design slowly emerged after another round of feedback and narrowing down the options.
Starting on Ellie's running away from sprites, first I made a runcycle to define the rhythm and later I apply it to the scene
Progress on the 3D World cover featuring Sprite Fright, including sculpting, lighting studies, and shading. Additionally, Ellie’s eyes are refined, and a new script addresses possible issues with the Shrinkwrap constraint.
Helped to tweak some expressions of our characters and painted over the cover art to suggest some lighting and color adjustments. Did a few initial spider designs and more work on the ladybug.
More work on the film logo and the 3D World Issue cover. The lighting of the cover scene had to be refined, in addition to that I wrote an article for the magazine which goes over the lighting in-depth.
This week I did most of the shading work for the cover art. Specifically I did a texture painting pass for detail on Ellie's clothing, as well as other things like seams on her boots and the shading of the Sprite.
Some more work on Rex face tech, polishing the CloudRig troubleshooting system, and most of the week was taken up by Blender Conference preparations and 3D World magazine communications.
The little things take a lot of work: concept art for snails and butterflies, logo iterations, and Rex’s ever-evolving face rig. Plus all things Ellie, from Ellie’s expressions to Ellie’s shading to Ellie’s buttons.
The design of our forest creatures has progressed quite a bit and I suggested a few tweaks on Ellie's posing and hair. Also I explored some more extreme angles for her expression tests.
We were featured in an issue of 3D world magazine. This is my work on the cover lighting and environment. Again, the logo journey continued and Ellie's hair had to be set up.
I picked up Ellie for shading to prepare her for the cover art, did different iteration on the eyes and started filling in details for the general shading.
Experiments and new CloudRig features to support Rex's face rig.
The main characters get more character, from expressions and paintovers to fishnets for Victoria. Art Director Andy Goralczyk investigates logo variations, and Demeter Dzadik preps Rex’s first face rig.
I did another pass on Victoria's shading and picked up VeeJay for some first shading tests. I also did some additional work on our character pipeline tool to allow for selective and proximity based data transfer.
Logo mockup week! For the release on the Cloud we needed an updated logo, even though the final version will be made towards the end of the production. I had several meetings with Matthew on many different logo variations.
This week I got an initial (temporary) rig of Rex's face, worked on some bug reporting features for CloudRig and got started on a similarly temp rig for Ellie.