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Latest on Charge

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Production Log #23

  • Aug. 1st, 2022

Krystal
Krystal

This week I mainly focused on being able to render the introduction sequence of Heist without any too noticeable shading issues. There were a bunch of props that needed a first shading pass, as well as the background in the hut that needed more shading adjustments and other fixes. Other than that I experimented more with stretch maps for Einar's facial expressions. This needs to be followed up further.


Krystal
Krystal

This week was mostly about creating the GUI for the control panel, monitors and buttons in the guard room. And set dressing was done on Einar's hut that overlaps with other shots.


Krystal
Krystal

This week I started populating the poselibrary with handposes for Einar. Next to that I continued animation a couple of shots including 040_0040. Next week facial poses will also be made, and more animated shots to come!


Krystal
Krystal

This week was all about the conveyor belt robots. These diligent little fellas work tirelessly on the battery manufacturing until Einar disrupts their daily life. I detailed the existing blocked out versions and added rigs to all of them so they can be animated.


Krystal
Krystal

This week I did feedback adjustments on Einar for animation and shading. I also started my work on modeling Huginn.


Production Log #22

  • July 25th, 2022

Krystal
Krystal

This week I mostly focussed getting the facial expressions to work nicely in animation. For this I created an animation test with the latest einar facial rig. We still have some minor feedback to iron out, but the face is ready to get animated soon!


Krystal
Krystal

This week I did more lighting tests. Started the texture of Einar's heist map and modeled more details in the factory set.


Krystal
Krystal

This week I spent more on details of Einar's face. Mainly on shading the eyes and the inner mouth. Apart from that I worked on optimization.


Krystal
Krystal

The junkyard got improved surrounding Einar's hut with more assets and geometry nodes to distribute them. The Guard Room received a suspension system for the monitors, office plant, stationary and a preliminary design for the control panel.


Production Log #21

  • July 18th, 2022

Krystal
Krystal

This week I went back to working on shading the human part of Einar. I reworked the hair shader for a more realistic result, made an initial pass on the shading of the upper body, painted in the scar tissue into the textures and generally did some more work on the details on his face. I also was experiencing a lot of crashes that needed to be investigated and had to work on our pipeline regarding keeping outside collection relations when merging character updates into a working file. I also spent some time on preparing node setups for rigging the hair and started investigating how we can properly optimize our assets for rendering with Eevee.


Krystal
Krystal

This week I focused on wrapping up the skin detailing for Eianrs face and hands. More work on the facial shapes also took place but just in the form of fixes.


Krystal
Krystal

This week I continued animating in the fight seq, refining some shots and starting others.


Krystal
Krystal

This week was about wrapping up any UV's for the interior of the hut and tidy up a bit. Next was the addition of three extra huts (two unique) for shot 020_0020. These new neighbors are Bjarni, Freyja & Gunnar.


Krystal
Krystal

Animation got more sophisticated with updated rigs, new sets and fresh facial expressions. We're about to finalize the facial rig of Einar. This is a rudimentary expression test to check the displacement maps firing on different expressions. We still have some work to do, tweaking shapes and adjusting the rig, but soon it will be ready to be animated


Krystal
Krystal

This week I went back working on the factory set. In the meantime I threw some temp lighting into scenes to get a feel for the details that need to be added.


Production Log #20

  • July 11th, 2022

Krystal
Krystal

This week I did the biggest chunk of work on shading the robot arm of Einar. It is nearly done now. I did most of the texture painting, a rust pass, added edge damage and made the road sign he welded on as a shield.


Krystal
Krystal

Last week I spent some time recording a of the new hair curve sculpt mode. I also finalized (for now) the security bot's gun arm.


Krystal
Krystal

This week I focused on the jacket shapes and any other clothing shapes that I needed to prepare and import from the rig. Apart from that I also did various small polishing tasks for the facial shapes.


Krystal
Krystal

This week I continue working on the fight sequence, almost finishing shots 30 and 60 and blocking Einar on shot 100


Krystal
Krystal

This week I wrapped up most of the unwrapping of the Hut and made sure to tidy up a bit. After setting a new goal to create more drawovers, I explored more options for the exterior of the hut. This worked rather well to convey ideas and start the conversation. Lastly, I added more assets to the scrapyard library such as pallets, and distressed versions of existing assets.


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