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Emiel Strijker
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As an character artist I was responsible for the main character Cosmo, final texture created by Tobias Koepp. After Cosmo was finished I created several models, did some set dressing  and created/refined animations.



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Below there are the iterations created for Cosmo the dino. All of the iterations have a different look and feel so we can determine what look is the best for Cosmo. I tried different color schemes to test the contrast with the background. We finally decided to go with purple as that makes Cosmo contrast more with the background.
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Second last concept created by Neville Marcinkowski
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Created blendshapes for Cosmo. In total there are 24 blendshapes made so we could create the expressions we need for the cinematic. The blendshapes were created in Zbrush and transferred to Maya to adjust the blendshapes. Eventually these were replaced with a joint system except for the nose pull blendshape.

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I was responsible for the land part of the earth model. I made different iterations for the earth to see what would fit the best and we ended up with the earth texture on the left. Below you can see the iterations that were made.
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I created a masterfile where all of the scenes from are created from. The purpose of the masterfile is to import the animations and camera per scene and delete what is not visible to decrease the render time. The silhouette was kept in mind if you look at the images below. I also retextured the groundfloor where Cosmo is walking and working on his rocket. This texture can be seen below this text.
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01 Day/Night scene

Refined the animation

04 Drop box scene

Refined the animation

05 Gloves scene

Refined/exaggerated the animation




14 Fixed rocket scene

Refined/exaggerated the animation



22 Skeleton scream scene

Created the animation
Set-dressed the scene




































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