Sculpt Progress
Prop Refinement
Beginning UVs using UDIMs and Texture Sets
For this spring, I finished all the clothing for both characters, fixing up the cape on the Star and adding ballet shoes and ribbons to both characters. The characters are also UV unwrapped for correct texture mapping using our custom VFX, and also added geometry for the star's points. I worked with the tech artists to ensure that all the materials that were made for our characters were working properly and looking good together. I also checked in with cloth sim to make sure everything was running smoothly.
Star Character with Materials Applied (courtesy of Ragh)
Black Hole Character with Materials Applied (courtesy of Richard)
Block Out
Clothing Block Out in Marvelous Designer
For this sprint, I went back in to continue to refine both characters, the Star and the Black Hole. The first thing I tackled was taking the feedback from the animators and editing the base body mesh in response to errors they noticed during the test motion capture targeting. One of the main issues was the length of the fingers; the tips were too long and when mapped to the mocap data, they would overlap with the palm. The other thing we noticed was the Star's knees and hips being much higher than the skeleton, which I also adjusted in the mesh.