Concept Artist Vivien Lulkowski starts a fight--or at least, paints a fight. Animator Pablo Fournier takes Phil for a walk. Art Director Andy Goralczyk blocks out props for Sprite Fright’s rowdy teenagers. And much more, including node-based bark by procedural ace Simon Thommes.
This week I worked on a proof of concept for the title sequence of the film, inspired by 1980s horror films. Further, I started blocking out some of the assets so we have some material to use for the layout process.
I rigged the most recent temp mesh of Victoria, including a first quick rig of her face, and experimented with particle hair rigging.
I picked up Victoria for some shading tests and experimented with methods to make the hair strands feel less soft in shading. I also made an experiment of faking shader displacement in Eevee with dense layering.
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.