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  • Sprite Fright
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Latest on Sprite Fright

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Production Log #44

  • May 3rd, 2021
This week on Sprite Fright

Multiple plant and fungi assets were updated. And as Sprite Fright’s animation phase accelerates, lighting for new shots was blocked out. Also worth noting: new walk and run cycles. Finally, environment shading continues apace, and hard work goes into a vital scene.

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Julien Kaspar
Julien Kaspar 3D Artist

I made some more updates to the plant and fungi assets and updated the moss for the sprite village set. More set work will follow.

Elder Sprite Tree Vegetation

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Elder Sprite Tree Vegetation

Foxgloves

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Foxgloves

Hoof Brackets Gills

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Hoof Brackets Gills


Andy Goralczyk
Andy Goralczyk Art Director

More Sprite shots! Since animation is progressing at quite a fast pace, the lighting for the new shots was also blocked out. The snails got multiple color makeovers. We first tried purple to set them apart from the background (and the sprites), but since then we decided to go back to a greenish hue to make them more slimy and gross.

110_rextoria.lighting.v005

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0:37

110_rextoria.lighting.v005


Simon Thommes
Simon Thommes 3D Artist

I spent the week mostly on more environment shading and elements for the rextoria sequence. Finishing up webbing the set, adding and fixing details for the slingshot tree, prop shading for the thorn weapons and going back to the snail system with actual animated snails.

Thorn Weapons Shading

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Thorn Weapons Shading

Rex covered in snails

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0:57

Rex covered in snails

Additional Spiderwebs Whackamole Set

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Additional Spiderwebs Whackamole Set

Slingshot Tree - Shading Details

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Slingshot Tree - Shading Details


Pablo Fournier
Pablo Fournier Animator

This week animation team continue working on their shot on the rextoria sequence

110_rextoria.anim.v006

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0:37

110_rextoria.anim.v006


Rik Schutte
Rik Schutte Lead Animator

A little catch up from the week before, I established some of the different runs and walks we're gonna implement for the Sprites throughout the movie. These will function as a base for animators to jumpstart their shots and making sure the speed and style are consistent. Apart from that I animated the slingshot shots in the edit, which you can see in Pablo's production log.

sprite evil walk

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sprite evil walk

sprite happy walking fast

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sprite happy walking fast

sprite evil running fast (world space)

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sprite evil running fast (world space)

sprite evil running slower

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sprite evil running slower

sprite evil running fast

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sprite evil running fast

sprite happy running

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sprite happy running


Angela Guenette
Angela Guenette 3D Artist

Started Jay retopology. Completed the head, separating it at the neck from the rest of the body hidden underneath clothing. Also completed the eyes and the teeth with its alternate 'square' teeth shape key.

Jay eyes - corrected

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Jay eyes - corrected

Jay alternate 'square' teeth shape key - retopo

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Jay alternate 'square' teeth shape key - retopo

Jay teeth - corrected

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Jay teeth - corrected

Jay inner mouth - retopo

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Jay inner mouth - retopo

Jay head, side - retopo

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Jay head, side - retopo

Jay head, 3q - retopo

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Jay head, 3q - retopo

Jay head, front - retopo

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Jay head, front - retopo


Demeter Dzadik
Demeter Dzadik Rigger

Last week I got Victoria's face and the spiderweb rig to a testable state, and this week I implemented a huge amount of feedback on them and put out some fires!

Spiderweb rig

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1:21

Spiderweb rig

Victoria face rigging part 2

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1:53

Victoria face rigging part 2


Production Log #43

  • April 26th, 2021
This week on Sprite Fright

The Sprite village begins its transformation from 2D concept to 3D locale. Sprite facial hair is retopologized -- from beards to moustaches. Spidery stuff: a sprite rides a spider, and webs plaster an important set. And see below for a lookdev test of the film’s first shot.

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Julien Kaspar
Julien Kaspar 3D Artist

This week I mainly worked on the Sprite Village Set. The general blocking is done with some adjustments to existing assets and now it gets more into making the assets work better together and working out the ground.

Elder Sprite Tree Blocking

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Elder Sprite Tree Blocking

Sprite Village Blocking

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Sprite Village Blocking

Hoof Brackets update

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Hoof Brackets update


Angela Guenette
Angela Guenette 3D Artist

Completed retopology on Elder Sprite. Maintained some consistency within the Sprite species. Finalized head, beard, teeth, inner mouth, eyebrows, mustache, and rig helpers. Ready for the next steps.

Elder Sprite completed - retopo

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Elder Sprite completed - retopo

Elder Sprite eyebrows & mustache - retopo

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Elder Sprite eyebrows & mustache - retopo

Elder Sprite rig helpers - retopo

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Elder Sprite rig helpers - retopo

Elder Sprite beard - retopo

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Elder Sprite beard - retopo

Elder Sprite beard - retopo

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Elder Sprite beard - retopo

Elder Sprite beard, wip - retopo

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Elder Sprite beard, wip - retopo

Elder Sprite inner mouth, wireframe - retopo

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Elder Sprite inner mouth, wireframe - retopo

Elder Sprite head, side - retopo

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Elder Sprite head, side - retopo

Elder Sprite head, front - retopo

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Elder Sprite head, front - retopo

Show

Andy Goralczyk
Andy Goralczyk Art Director

Since animation ramps up pretty soon, three new sets are being prepared for the following scenes: 060_scratch, 070_homerun and 100_haircut. In addition to that, I continued rendering shots from 110_rextoria as animation gets updated and did a few random lookdev tests!

110_rextoria.lighting.v004

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110_rextoria.lighting.v004

Snail on rock lookdev

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Snail on rock lookdev


Pablo Fournier
Pablo Fournier Animator

This week animation team continue working on their shot on the rextoria sequence

110_rextoria.anim.v005

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0:37

110_rextoria.anim.v005


Rik Schutte
Rik Schutte Lead Animator

I spent last week mostly animating shots on the rextoria sequence, you can check them out on Pablo's post. But i managed to squeeze out a quick walkcycle of the spider and sprite together inbetween.

spider cycle (loop)

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spider cycle (loop)


Simon Thommes
Simon Thommes 3D Artist

I added a new feature to the `Grease to Mesh` addon that we need for the smear frames and started covering the whackamole set in spiderwebs.Otherwise I was quite busy with other things outside the project that were popping up this week, like Blender development and a promotional render for the announcement of Cycles X.

Spiderwebs Whackamole Set

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Spiderwebs Whackamole Set

Grease Pencil to Mesh - Addon v0.2

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Grease Pencil to Mesh - Addon v0.2


Production Log #42

  • April 19th, 2021
This week on Sprite Fright

Victoria lives! (With the help of puppet master Met and his face rig). Also: the art of sleeping bags, the craft of efficient retopo, and the science of Simon’s Grease Pencil to Mesh addon.

production log preview

Demeter Dzadik
Demeter Dzadik Rigger

This week was mostly spent on getting started with Victoria's face rig, but beside that I did some health check-ups across production files such as cleaning up orphan data and library override leftovers and also testing viewport performance. There were also some minor tweaks and fixes to the Sprite's rig.

CloudRig: Reset Rig

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CloudRig: Reset Rig

Victoria: Face rigging part 1

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0:24

Victoria: Face rigging part 1


Julien Kaspar
Julien Kaspar 3D Artist

This week I was wrapping up work on the sleeping bags. These are modeled directly into shape for the shots where they are needed, with additional shapes to alternate between. The backpack also got a small update with the latest sleeping bags added to it.

Sleeping Bag - Jay

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Sleeping Bag - Jay

Sleeping Bag - Phil

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Sleeping Bag - Phil

Sleeping Bag - Rex & Victoria

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Sleeping Bag - Rex & Victoria

Sleeping Bag - Ellie #2

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Sleeping Bag - Ellie #2

Sleeping Bag - Ellie #1

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Sleeping Bag - Ellie #1

Backpack - Sleeping Bags #1

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Backpack - Sleeping Bags #1


Angela Guenette
Angela Guenette 3D Artist

Started Elder Sprite retopology. Focused on mesh re-use of the already corrected Sprite meshes and transformed them into Elder Sprite for modeling, rigging, surfacing efficiency and consistency.

Elder Sprite eyes iris shape keys - mesh re-use

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Elder Sprite eyes iris shape keys - mesh re-use

Elder Sprite teeth shape keys - mesh re-use

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Elder Sprite teeth shape keys - mesh re-use

Elder Sprite teeth - mesh re-use

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Elder Sprite teeth - mesh re-use

Elder Sprite legs, feet, toes - mesh re-use

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Elder Sprite legs, feet, toes - mesh re-use

Elder Sprite arm, hands, fingers - mesh re-use

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Elder Sprite arm, hands, fingers - mesh re-use

Elder Sprite - mesh re-use

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Elder Sprite - mesh re-use


Simon Thommes
Simon Thommes 3D Artist

This week I started shading on the new Victoria model by quickly transferring the temporary shading to have a simple basis for rendering. Other than that I gave the outdated ground shading on the whackamole set some love, investigated some rendering issues. And at the end of the week I turned the script that I made to convert grease pencil strokes into mesh sequences into an addon, so that we can use it in production.

Grease Pencil to Mesh - Addon v0.1

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Grease Pencil to Mesh - Addon v0.1

GI Approximation Transparency

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GI Approximation Transparency

HighRes Ground Patch

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HighRes Ground Patch

Whackamole Set Ground Shading

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Whackamole Set Ground Shading

Victoria - Initial Shading Transfer

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Victoria - Initial Shading Transfer


Andy Goralczyk
Andy Goralczyk Art Director

I continued to light shots on the 110_rextoria scene. In addition to that I started preparing the set for 070_homerun so we can start animation as soon as possible!

Spiderweb placement paintover

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Spiderweb placement paintover

110_rextoria.lighting.v003

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110_rextoria.lighting.v003

Homerun set progression 4

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Homerun set progression 4

Homerun set progression 3

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Homerun set progression 3

Homerun set progression 2

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Homerun set progression 2

Homerun set progression 1

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Homerun set progression 1


Production Log #41

  • April 12th, 2021
This week on Sprite Fright

Beautiful darkness: the team work on a comically horrific scene, including lighting, shading, rigging, and animation (spoiler). When snails attack: animating a mass of molluscs with Geo Nodes (spoiler, again). Also: gorgeous retopo, and a cute character turns nasty. (Did we mention spoilers?)

production log preview

Julien Kaspar
Julien Kaspar 3D Artist

This week I spend more time on various assets but mainly the backpack and sleeping bags. I will be able to show more next week.

Backpack straps

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Backpack straps

Backpack model cleanup

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Backpack model cleanup

Sprites Sharp Teeth (Tweak)

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Sprites Sharp Teeth (Tweak)


Pablo Fournier
Pablo Fournier Animator

This week animation team continue working on their shot on the rextoria sequence

110_rextoria.anim.v004

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0:37

110_rextoria.anim.v004


Andy Goralczyk
Andy Goralczyk Art Director

This is already the second week of rough lighting on the rextoria scene. Since the animation of these shots is progressing and the sets are being built, we can already start setting up the scene for lighting. Right now I'm focusing on overall mood and style - trying to interpret the color script as good as possible.

110_rextoria.lighting.v002

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110_rextoria.lighting.v002


Demeter Dzadik
Demeter Dzadik Rigger

A short week with only 3 days for me, and even a solid half of that I spent with poking developers about making Blender gooder, but in the other half worked a bit on Victoria and learned a bunch about the Override system so I can better understand how to troubleshoot and give feedback on it.

Victoria: Clothes feedback round 1

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Victoria: Clothes feedback round 1

CloudRig: Override Troubleshooting

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CloudRig: Override Troubleshooting


Simon Thommes
Simon Thommes 3D Artist

This week I did another pass over the spiderweb shading, adjusted some general shading as a result from Andy's shot renderings and did a first test to cover Rex in snails with geometry nodes.

Crawling Snails with Geometry Nodes

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Crawling Snails with Geometry Nodes

Whack-a-mole log adjustment

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Whack-a-mole log adjustment

Spiderweb Shading - Final

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Spiderweb Shading - Final


Angela Guenette
Angela Guenette 3D Artist

Completed Victoria for the Rextoria sequence push. Ready for the next steps; rigging, surfacing, grooming. Finalized her upper body, head, eyebrows, eyelashes, teeth, tongue, and rig helper face mesh.

Victoria completed - retopo

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Victoria completed - retopo

Victoria upper body, wire - retopo

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Victoria upper body, wire - retopo

Victoria rig helper face mesh - retopo

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Victoria rig helper face mesh - retopo

Victoria teeth fit - retopo

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Victoria teeth fit - retopo

Victoria inner mouth, xray - retopo

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Victoria inner mouth, xray - retopo

Victoria head, wip - retopo

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Victoria head, wip - retopo

Victoria head, quad view - retopo

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Victoria head, quad view - retopo

Victoria head, eyebrows, eyelashes - retopo

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Victoria head, eyebrows, eyelashes - retopo


Rik Schutte
Rik Schutte Lead Animator

Last week I worked mostly on the rextoria sequence, finishing up some shots and starting new ones. These can be found in Pablo's log. Next to other things I also made sure the sprites poses are holding up well when animating.

sprite expressions

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sprite expressions


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