Today I made the third and final tree, for now, to place in the scenery.
We tried to make something similar to a tall pine tree, but not too dense.
The method was exactly the same as the ones before, I just changed the textures of the leaves.
I will show you how it looks when I put it in the scenery.
Hello Friends!
I’ve got some exciting news to share – the good kind, of course!
Guess what? SUBIN KARKANI, aka @karkani , has hopped on the COLP project as the original soundtrack compositor!
A big warm welcome to you, Subin! Thrilled to have you on deck!
Finally, get ready to feel sound the way it’s meant to be!
Yep, not exactly like that – although it was the best .gif I found related to sound
…and you know what’s got me scratching my head? This is actually three shots?! I was totally convinced it was just two.
Hello friends!
I want to share with you our main concept that has been guiding us.
This concept was envisioned by Daniel Thiele, who has also collaborated with us on the Resilience Satelle concepts and art.
The idea for the story behind COLP dates back to around 2006.
However, it wasn’t until I encountered Devin Platts’ painting titled ‘Froggy’ that I felt compelled to weave our narrative around frogs. “Froggy” is actually on the concept paint so we don’t forget the frogs idea origins. On the movie will be replaced by our hero Luso.
The boat crew is growing, so I’ve taken the liberty to update the first page with the revised credits.
Until next time!
Rogério
3 Likes
MichaelColina
(The "Mr. Polygon Punisher" is your)
424
Heck I have been late into this honestly, tho I begun to rig Zack recently, which I found a finicky that jacket and face, the face at least is done, and I gotta do the other correctives and fix the other weight issues, and I added a lot of controllers for the jacket (most of them are the jacket, mouth cover and face off) just in case for being able to deform it in those areas…
Later I will need you Rogerio to test that one after is done to check if there is any issues that I overlooked…
After some time away with some work, I’m back. I’m back again to the trees I had made last time.
We decided to try a new way of composing the canopy so that it looks like it has more shapes and volumes.
We will move forward with this type of test until we see how it goes.
Tomorrow I will add the ones that I haven’t finished yet.
Hello friends!
I have the great pleasure to announce that we reach a cannon milestone! @MichaelColina has delivered, on the weekend, the very first complete rig!
Zack’s ready for action! @MichaelColina You’re a champion! Thank you very much for your excellent work!
Today I didn't had the time to do it but I plan for soon a "rogper Screen" episode to review this rig :)
If there's no show stoppers perhaps I can do it tomorrow!
Today I finished updating the trees in the scene, for now.
I’m sharing some before-and-after screenshots for you to tell me what you think of the improvements we made.
We’ve also placed them in the scene, but we need to figure out a way to make it easier to navigate the lagoon, but that’s a study for Rogério Perdiz.
Tomorrow, I’ll be working on a new object.
I hope you like it!
Best regards,
Rute Perdiz
Blender in our RTX 3060 cards can’t deal with all the leafs on scene, so we have two options:
Render Sky, Background, Midleground and Foreground in diferente passes and then composite them later;
Another option would be render the scenery in Cycles at 360º and have the backgrounds as a simple painting. We can do it in layers also, so there’s parallax depth illusion (did that on Apollo 10 1/2 and it worked)
Both have advantages and desavantajes
Feel free and encouraged to leave your toughs about this topic.
MichaelColina
(The "Mr. Polygon Punisher" is your)
431
Or render each tree or just the leaves individually with transparency and scatter the images around and use a camera locked to view perspective projection node…
Yeah! that can also work indeed! That’s the Super Mario 64 method for trees and other things… Thanks for the idea @MichaelColina, well reminded!
…At least for the ones further away I can render them as build-boards with Normals, Depth and Roughness maps and that should enable them to have some volume Illusion.
Today I started a new object. It’s not exactly an object, but rather the creation of a small space with nature. The purpose of this water lily, I will reveal later. It’s still in its basic form, and I’ve added textures to get an idea of what to put for decoration. This way, I have a clearer and broader view of what will be needed. Tomorrow, I’ll add some details and reveal its purpose.
Today, I finished composing the space I created yesterday. I mentioned it would be something like a little corner with some nature perched on top of a lily pad, and here is the result of that! But this space is not just for enhancing the environment or making it more beautiful; it will have a purpose. Next week, you will find out…
Anyone who wants to try guessing the use of this cozy space can share their guesses!
Thanks friends! @Rute_Perdiz as forbiden me to say what it is on some other story this would be like a “jail” but we are in favor of freedom, so we aproached it with this concept.
Today, I’ve been searching for references and ideas for a character who will appear in the story. I won’t tell you what it is, I’ll just hope you can guess. Here’s an obvious hint: it’s an insect!
I’ve already finished the sketch; all I need now are its colors, which I’ll add tomorrow!
Today, I finished the sketch of our little friend from the story. I added some basic colors to get an idea of what it will look like once it’s fully modeled. The colors were based on the real-life insect!
I also started developing its model. It’s a time-consuming process, and I needed some tips from Rogério Perdiz, as he usually handles the character modeling. It requires following several steps, one at a time, to ensure everything goes smoothly and the geometry remains as organized as possible.