Lip Sync Progress
Progress on this project is currently feeling slow since I am getting through various technical tasks such as character rigging, retopology and generally setting up the character in look dev.
Having done the main body mechanic aspects of the character I intend to move onto facial rigging. Putting the tail feathers and comb rigging to one side as controls for those can be used later in production to layer in follow-through into the animation.
Important aspects to currently consider are:
- BiRB - facial rig
- Separating Pre-vis into shot by shot scenes and reference in the environment
- Character Animation
- Secondary Character - sculpting, rigging, animation
- Setting up render passes - this will be for shadow catch and ID pass to key characters
- Painting Background elements
Breaking down what tasks are important really helps to make sure I don't get caught up in any aspects of the project that may be less important. I decided that I would approach painting my environments as all my camera shots are static. This is a much less time consuming approach to what I initially had in mind, which was to do sculpted detail on each of the assets seen in shot.
Less important tasks right now:
- BiRB secondary animation rig - Comb, Tail-feathers & Wattles
- Paint Weights & Texture Improvements / Sculpting more detail
Cleaned up BiRBs diffuse texture and added some extra colour variation, also adjusted displacement, reducing visual artifacts.
Rigged: Spine, Arms, Hands, Legs & Feet.
Environment / Pre-Vis Progress
Since I've been focusing on getting BiRB animation ready the pre-vis environment has gone unchanged. Once I had BiRB looking cleaner texture wise I decided it would be worth going through and getting the environment Arnold ready & do test renders of shots.
Overall I think I am on track with my project if I stay focused on what is important to delivering a quality piece and deciding what to consider as bonus objectives once the core aspects are layed down.