Niek van Gorp
During this project focused my work mostly on technical art. My most important job was building the rig for the animators. Beside that I also devoted time to:
- creating the initial shot list and shots.
- creating backdrops with guides for compositions
- Particle effects (the welding and the falling rocket)
- Initial Goggle texture (later redesigned by Tobias)
- Implementing the glove controllers
- Meteor Glow Effects
- Setup initial Cloud animation used for the opening credits
- Creating Deformers to remove skin glitches
- Experiment with Renderpasses for composite in .exr files
- Create Deformer for the bend of the rocket during the falling rocket scene
- Animate the plates of Pangaea
- Made the initial watershader which Arlon expanded upon
- Created the shockwave shader for the impact scene
The Cosmo rig
During the creation of the multitude of Cosmosaurus design I rigged a couple in a very basic fashion. Important tests and improvements were:
- Building a muscle system
- Setting up blendshape controls
- Removing muscle system to improve render time
- Removing most blendshapes and adding full mouth control to give the animators more freedom in animation.
-Adding the Gloves, which should match the original skinning and keep the animation.
Cosmosaurus Model by Emiel Strijker
Textures by Tobias Koepp
EyeRig by Arlon Swaders
Pictures are shots from the muscle system and joint placement
The VFX I made during this block included particle effects for the welding flame and sparks. The sparks have later been tweaked by Arlon by giving them glow and incandescence.
The deformer for the falling rocket during the falling rocket scene was tweaked a couple of times to make the impact seem as sudden and hard as we could. Later I redeveloped Arlons particles for this shot to suit more with the increased speed of the impact.