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.
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.