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Latest on Sprite Fright

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Production Log #20

  • Nov. 2nd, 2020
This week on Sprite Fright

This week on Sprite Fright 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.)

production log preview

Krystal
Krystal

Mostly finalizing shading for the 3DWorld cover and transferring it to the production rigs, making sure that everything works on the temporary topology.


Krystal
Krystal

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.


Krystal
Krystal

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.


Krystal
Krystal

Mostly worked on some Lattice-based addons that the animation department requested.


Krystal
Krystal

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.


Krystal
Krystal

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


#19 - 26 October, 2020

  • Oct. 26th, 2020
This week on Sprite Fright

This week on Sprite Fright 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.

production log preview

Krystal
Krystal


Krystal
Krystal

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.


Krystal
Krystal


Krystal
Krystal

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.


Krystal
Krystal

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.


Krystal
Krystal

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.


#18 - 19 October, 2020

  • Oct. 19th, 2020
This week on Sprite Fright

This week on Sprite Fright 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.

production log preview

Krystal
Krystal

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.


Krystal
Krystal


Krystal
Krystal

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.


Krystal
Krystal


Krystal
Krystal

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.


Krystal
Krystal

Experiments and new CloudRig features to support Rex's face rig.


#17 - 12 October, 2020

  • Oct. 12th, 2020
This week on Sprite Fright

This week on Sprite Fright 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.

production log preview

Krystal
Krystal


Krystal
Krystal

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.


Krystal
Krystal


Krystal
Krystal

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.


Krystal
Krystal


Krystal
Krystal

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.


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