This week we got the opportunity to discuss the storyboard and previz with Mattias Sjöstedt. With his help we managed to improve the previz, which you could see in the previous post.
The first shot with the tentacles in the foreground, which we have tried out our pipeline for this project.
Linus: The reason we chose to create the tentacle first was to get the opportunity to go through all the stages in the pipeline quickly to encounter all possible issues early on. In the draft above I have sculpted a highpoly model and transfered it to Maya, and painted it in Mari. We have set up SSS(Subsurface Scatter) shader and rendered it with Mentalray.
Anton: My work with the tentacle is a simple rig which was aimed for snake/tentacle sort of animation. The only drawback with the current rig, it can’t twist on selected joints. This I might have a solution for but it isn’t a major part of this project so it has to wait until I got time. We also added a blendshape to give the holes a breathing motion, this hasn’t been added yet in the video above.
Anton: Here I have created a rough test on my pipeline for getting my blendshapes out from my jointbased rig in Maya and then import it into Faceshift. There it can be driven by an actor to give us the facial movements we want. The eyes, brows, and mouth are the only parts which are driven at this time.
When that’s done I will go over to Maya to give the final touches to the animation. That will problably be a challenge in itself.