Team Progress Summary: 5/03/2015


This week was another time crunch, as I expect every week will be until this project is finally done! The animators are continuing to lock our shots, Josh is rendering out character passes, and textures are underway. Anthony has made some awesome headway on our shoggoth-squishing destruction simulation, and Ethan has finished storyboarding the new 3D motion graphics sequence. We’ve contacted somebody to assist with sound effects and audio balancing, ironed out the final changes in the edit, and started gathering some awesome photo reference for matte paintings.

Overall, all wheels are spinning full steam ahead. Nothing to do now but keep at it until we’re finished!

5-3-PPJ Valentina Feldman

Goals for This Week: 

  • Draft 1 of final presentation
  • More texturing!
  • Various producer stuff

What Happened: 

I’ll admit to falling behind this week, which I feel awful about since everybody on the team is working ridiculous hours to get everything animated and finished up. I haven’t missed any hard deadlines or put us behind schedule, but I’ve largely neglected the environment texturing (all due 5/10) to catch up on client / grad thesis work. I’ll be having a Mudbox Marathon this weekend to make up for lost time.

I spent my time this week beginning the hunt for usable sound effects, setting up meetings with our new audio guy (Dominic Zapalla, a film senior), creating the first draft of our presentation, and checking in on everyone to make sure our deadlines are in good shape. The presentation is still a bit rough, but since the focus was on organization of content I think we’ll be in good shape for revisions.

Total hours: 12 ish

Next Week: 

  • Texture all the things
  • Presentation v02
  • Compositing? (depends on render status)

5-3-PPJ Josh Hollander

This week, I’ve begun final rendering of the project.  Just the character passes for now, as the environments still need to have their shaders finalized, but this works out since the character passes generally take much longer to render.  Our animators are hard at work locking down shots, and have done a great job at keeping me busy prepping files and sending them off to be rendered.  During the brief periods of time where I’m caught up with them, I’ve been workin on shaders and models for the environments.  Luckily we’re at the point in this project where many of the shaders can be recycled from similar scenes, which speeds up the process tremendously.

In the coming weeks, I’ll be doing more of the same.

5-3-PPJ Gabriel Valdivia

What I planned to do:

Start locking shots.

What I did this week:

SO MANY THINGS.  I got about 13 shots LOCKED and ready to be rendered.  I’ve also taken some extra shots to help out the other animators so I’ve been working on those too.  I don’t have much else to say except for all I did this week was non stop polishing shots.

What I plan to do next week:

The same, polish and lock just about all of the rest of my shots.

Hours: 68

4-26-PPJ Josh Hollander

This week I worked with Ethan to lock down as many environments as possible (all but one are ready to be shaded and rendered), and to help the team get ready for our presentation on Tuesday.  For that, I worked with Ethan again to animate our Exterior Airplane shots.

Team Progress Summary: 4/26/2015


This week was a whirling dervish of frenzied productivity. We all pulled our share of all-nighters, working tirelessly to meet our Sprint 1 objectives for the final project check-in. We’re so close to finishing everything!

The whole show is animated, but not quite locked down yet. We have roughly 1/3 of our shots locked and rendering on the farm, with plans to get the rest done by 5/10. 5/10 is also our texture deadline, after which Josh will start shading, lighting, and rendering the environments.


We’re still confident that this will get done on time, but it’s going to take all we have to do it. Let’s get this project done!

4-26-PPJ Valentina Feldman

Goals for This Week: 

  • UV / texture assets
  • Be mean about deadlines
  • Prepare presentation for final project check-in

What Happened: 

This week went more or less as planned! We really had to crunch to get our trailer up to speed in time for the final project check-in, but we met our goal of having an animatic with all shots animated and at least 1/3 locked. I spent a lot of time working on the timeline, talking with Gabe and Josh about the status of the animatic. I also prepared the presentation for our midterm / final project check-in.

I assisted with some of the camera animation for the animatic, talked to individual team members to find time-constrained solutions for everything that needs to get done, and did my best to keep everything flowing smoothly so we can meet our deadlines. I also looked into off-site rendering solutions, sold t-shirts, made a Facebook page, redesigned our website, recruited a new audio effects guy, and did all sorts of other small miscellaneous producer tasks. I was also succesfully mean about deadlines.

I also UV’d all of our environment assets (recently finished by Ethan, Josh and Anthony). The Interior airplane scene in particular took forever, but I maximized the UV space so it should be really easy for Ethan and I to texture. All textures will be done by 5/10, so I have my work cut out for me!

Total hours: 20ish

Next Week: 

  • Draft 1 of final presentation
  • More texturing!
  • Various producer stuff

Team Progress Summary: 4/19/2015


Team Spooky back with another status report! We’re chugging along towards the final delivery date and making steady progress. There are no more storyboards allowed in our edit, and we’re excited to be wrapping up environment modeling this week!

We’ve all finally rebounded from our various illnesses and are working full steam ahead. We have a final environment geometry deadline this upcoming Friday on 4/24, so next week you can expect to see our characters interacting with real objects! Our character animation deadline is 4/26, and even at this state we’re very happy with the state of our shots. The weekly critique sessions with Dave are definitely paying off.

For our Final project delivery, we intend to show renders and comps for each of our environments, a playblasted version of the animation, and a schedule for finishing it all on time. As always, the biggest hurdle standing in our way is the inconsistency of the render farm, but we’ve been constantly bothering Westphal IT to track down all the errors and get it reliable again. As of right now, the render farm is *mostly* working… but Josh knows all the details on that end. If the farm keeps up the good work, we should have no problem getting it done on time!

4-19-PPJ Valentina Feldman

Goals for this week: 

  • Polished compositing for all rendered shots (BUT ACTUALLY, THOUGH)
  • Get shirts printed
  • Wrangle timelines

What happened: 

I realize that I’m going about this the wrong way.

For the past three weeks, my main goal has been to get our compositing up to speed. We have a master comp for our Interior Tower scene (IT140) that’s up to date and a workable version for our Exterior Mountain Pass shots, but without the most recent renders I have no way of translating this work over to the OTHER shots. The old renders are missing render passes that have proven vital for the master comp, and there’s no point in trying to replicate that look with outdated and missing assets. It’s a waste of time, and I have better things to do.

So, until our Sprint 1 deliverables are re-rendered, I’m putting a freeze on compositing. All of my efforts for the time being will be focused on cracking down on scheduling and assisting with textures and asset creation for our environments. I’m tired of beating a dead farm, so I’m reappropriating myself to environment team. After the animation is done and rendering, everyone’s’ bandwidth will be free and I’ll be able to delegate compositing to the whole team.

I spent my time this week being a pain in the butt and pushing hard deadlines, redoing our Trello and schedule, assigning tasks, designing a logo and taking t-shirt orders, taking notes at critique meetings, and doing producer-ly duties.


Hours: 14

Next week: 

  • Texture assets
  • Be mean about deadlines
  • Prepare presentation for final project check-in

4-19-PPJ Ethan Miller

This week I focused primarily on the edit and score due to falling behind on the other credits I’m taking this term. I went through our entire cut and wrote two pages of directions and notes for our composer as well as updating our edit with the latest playblasts.I also planned out our new motion graphics sequence with Craig Whitaker. This next week I’ll be doubling down on everything and spending just about every moment in the labs working on environments. Hours Spent – 4

4-19-PPJ Josh Hollander

This week I was supposed to work on the city buildings.  I started working on them, but was distracted by (surprise!) issues with the farm.  We were experiencing really erratic render times, with identical frames taking between 20min and 20 hours.  I worked for a while on a contingency plan, cutting down render times to the point where we could render locally in a worst-case scenario.  Thankfully, though, after talking to the Drexel IT department the farm seems to be stable again.  I’ll be monitoring it in the coming weeks and submitting jobs to feel it out while wrapping up the city.

Team Progress Summary: 4/12/2015


This week, several members of Team Spooky came down with another bout of the plague. It was Sick Week: Part 2, and we ended up falling behind on Environment work. Nick was understanding and let us recover instead of meeting, so next week we intend to kick this project’s butt and make some solid progress to catch up!

Animation polishing is coming along, and we’re well on our way to finishing the animation. It’s going to be tough and we’ll be working up until the very end, but we’re still confident and optimistic. The biggest hurdle in our path this week has proven to be the render farm, which is still acting erratically. Oftentimes on the same farm machine, render times will fluctuate between 8 hours and 18 minutes on almost identical frames. It should go without saying that we need the farm to be stable in order to finish our project on time. Both our team and Jura have been in near constant communication with Jay about it, and this week we plan on meeting in person to talk about the farm.

Other than that, Anthony and Pat have made some awesome progress with environmental asset modeling, our characters are finally updated, and the new renders are kicking out passes that will allow for greater flexibility in the comps.

We’ve had our sick week, and now we’re officially at the point in the project where we can spare no more mess-ups or illness. This week is going to be tough, but look forward to some awesome visuals in our next PPJs!

4-12-PPJ Valentina Feldman

Goals for this week: 

  • Polished compositing for all rendered shots
  • Asset lists for environments
  • Logo / t-shirts

What happened: 

This week largely ended up being a faiure for me. I spent roughly a week and a half bedridden with a lung infection (which I believe to be bronchitis, but my roommate had pneumonia so I’m not sure). I missed all my classes, could barely stay awake for more than a few hours, didn’t even submit PPJs on time, and composited absolutely nothing.

Now that being said, I’m FINALLY feeling better, and a week of inactivity has left me desperate to make some art. This week I fully intend to kick some ass and get back up to speed!

Next week: 

  • Polished compositing for all rendered shots (BUT ACTUALLY, THOUGH)
  • Get shirts printed
  • Wrangle timelines

4-12-PPJ Ethan Miller

What I did: Not as much as I would have liked. I experimented with layouts for Lake’s tent and spend a while trying different solutions for lake’s tent exterior terrain. I was experimenting with v-ray snow shaders and using displacement maps to carve out parts of the snow but after several hours of trouble shooting Josh and I decided to go with an alternate solution.  I also updated the edit and tweaked the audio.

Total Hours Spent – 6

This week I didn’t get as much done as I would have liked due to a combination of sickness related to a gastrological disorder and interviewing for and then working at a design agency in center city.

Team Progress Summary: 4/5/2015





Aaaaaand we’re back! after a restful (but productive) spring break, team Spooky is back in action. Over the break we worked on sprint planning, animation, asset modeling, compositing, and catching up on some much-needed rest. We’ve detailed out our schedule for the next ten weeks and are confident that we’ll be able to finish everything by our two major milestones, the final project check-in (4/28) and the Senior Show delivery (5/26).

We’ve also decided to meet weekly with Dave Mauriello on Mondays at 3:30pm for animation critique, starting last week! Dave’s feedback has been immensely helpful for Gabe, Dave and Pat. Now that the show is all blocked in, they’ll be working on polish and performance from now until the final render deadline.

Josh has been working with Jay and Nick to get the render farm working (again). The machines were updated over Spring Break to boot in linux, but IT accidentally installed an incompatible version of Qube. Jay is working to re-image the machines now, but the computers in room 252 should be mounted on the farm now. Once we confirm that the render farm is working, we will re-render the trailer and all of our exterior mountain pass shots.

Asset production is underway for our remaining environments, with Ethan finishing up the Exterior Lake’s Camp scene, Anthony modeling tents, Josh working on the alien building models, Pat sculpting assets for the Ancient City, and Val providing textures when necessary. We plan to have a more detailed schedule for the environments by this week’s meeting!

4/5 PPJ Valentina Feldman

Goals for this week: 

  • Updated sprint board
  • Weekly deliverables schedule
  • Animation meeting notes
  • More compositing!

What happened: 

I got a decent amount of work done this week — I still need to catch up on compositing, but I plan on doing that tomorrow and updating this post before class on Tuesday!

I may not have pretty things to show, but I did a lot of production management work that will help everything go smoothly this quarter. In addition to updating our sprint board for this quarter, I created a cohesive document for our animation critique notes, sprint objectives, and asset lists to go in.


I also got in contact with somebody about printing t-shirts for senior show. i’m working on a logo now, and we should have the shirts printed before our interviews. Once the render farm is working we’ll have an updated trailer, and I’m looking forward to finally getting our branding underway!

Hours: 12 total, more to come tomorrow

Next week: 

  • Polished compositing for all rendered shots
  • Asset lists for environments
  • Logo / t-shirts

4/5 PPJ Dave Maguire

Goals for this week:

  • Get everything animated

What happened: 

  • After falling behind over break I’ve been busting my butt to get caught up with some degree of success. On the plus side, everything is in 3D now, at varying levels of polish. Some of it is really rough, some of it a little cleaner. I’m missing some props for some some scenes which I think are coming soon, but not too much to worry about. My biggest problem has been that scrubbing through scenes lags so much that I can’t get good audio playback to lip-sync too. The oddest part is that my machine is more powerful in every way than the lab computers, which apparently have no issues so I guess I’m going to move my base of operations from now on. :/

Next Week: 

  • Continue to refine animation

Total Hours: 27

4/5 PPJ Josh Hollander

This week, I was supposed to populate our city scatter with detailed buildings and prep our characters for re-rendering.  The characters took longer than expected and I lost a lot of work days to the holidays this weekend, so I didn’t get to the city at all.  That will be my one and only focus for this week, though, as it needs to get done ASAP!

3/9 PPJ Josh Hollander

Covering the last two weeks, I set out to create assets for our display in the URBN Center’s lobby and work on environments, renders, and comps for our end-of-term presentation.  I completed my assets for the URBN display, and most of my work for the presentation, though because of a 4-day fight with the flu that got set back a bit.

URBN Lobby


  • Summary:  I made this period-style movie poster to display on our patch of wall in the URBN Center lobby.  The visual style is based off of late art nouveau and early art deco, and we were able to have it printed full-size! (27″x41″)
  • Positives:  I’m really happy with how it turned out, and it was a nice break from all the CG work I’ve been doing.
  • Negatives:  None
  • Hours: 10

Shoggy Shaders


  • Summary:  I continued work on shading our Shoggoth, the extra-dimensional monster that appears near the end of our animation, and drives our characters to insanity.  It’s shaded using a combination of painted and procedural textures, as well as displacement maps.  That cube in front of it is 2.5m^3; this thing is the size of a city block.
  • Positives:  I learned a lot about making believable other-worldly shaders.
  • Negatives:  Na much.
  • Hours:  16

Presentation Prep

  • Summary:  I’ve been frantically touching up scenes and rendering them for our teaser trailer.  It’s been hell, but they’re coming together!
  • Positives:  All this work now is just less work later.  It should give me loads of time to properly polish all of these scenes and comps.
  • Negatives:  There’s a few z’s I need to catch up on.
  • Hours:  I don’t want to estimate this, it’s gonna be sad/terrifying

Team Progress Summary: 3/8/2015



The early part of this week involved a lot of frantic bustling about as we tried to get our posters up in the URBN Center Lobby. We had everything ready to go, but every time we visited the print center it was empty. We also (embarassingly) had no idea that we could submit prints online and pick them up later, as this was the first time anybody had used the print center. We eventually got it all figured out with a lot of much-appreciated help from Nick, and now the wall looks quite nice. I was working in the lobby today during the Orientation, and I overheard a lot of people who really loved the wall!

In other good news — we’re not sick anymore! Towards the end of this week we all managed to recover, and now we’re scrambling to make up for lost time and get our trailer finished by Tuesday. We’re optimistic!

The trailer and other presentation assets became top priority this week. The animators worked tirelessly to not only finish all the trailer shots, but animate turntables, create new assets, and animate the shoggoth into our Interior Tower sprint. Anthony finished rigging the shoggoth, Josh lit, shaded and render-wrangled the environments, Val painted some arcosaur fossils and composited things, and Ethan worked on the trailer and environments. Everybody was very busy all week.

We also had the dry run for our end-of-term presentation, which went pretty well! Once we have our finished assets we should be good to go. Our biggest challenge will be convincing the faculty that we have enough time to polish our environments and animation. We’re confident that we can pull through, so now we just need to find the best way to communicate our reasoning.


3/9 PPJ Valentina Feldman

Goals for this week:

  • Presentation finalization
  • Presentation material rendering
  • Trailer compositing!

What happened: 

  • This week started out with a manic frenzy to get all of our posters up on the wall in the URBN Center lobby. The print center was closed every time we checked over the weekend, and having never used the center before we didn’t know that we could send jobs in online. I made two posters for the wall, a Shoggoth cut-out and the title over the mountains. (6 hrs)IMAG0504
  • I’m currently working on finalizing the presentation. It’ll be ready for Tuesday for sure! (3 hrs, in progress)
  • I also worked on sculpting the fossils and wall textures for the Interior Cave shots. This one was SUPER fun, as I’m a huge paleontology nerd and loved populating a wall with what basically amounts to the fossil bed of my dreams. Plus it fits with Lovecraft’s description! However, I was very sad pulverizing that mosasaur skull to make room for the Lovecraftian symbol. (8 hrs)
  • fossils
  • I’m also finishing up round #1 of compositing for the Interior Tower shots! As soon as the mountains are done rendering I’ll composite the rest of the trailer shots together, too. Everything’s going well so far, though I need to add light bleed still. Note to self — ask about stock footage of dust / atmospheric effects, and matte passes on Wednesday. (8 hrs)
  • 11051460_10153190509645559_1047195240_n

Next Week: 

  • Survive end-of-term crit, sleep forever
  • Finish compositing shots
  • Revisit characters / environment textures as needed

Total Hours: 25

Team Progress Summary: 3/1/2015



This week was a struggle due to nearly every member of the team getting a cold, flu, fever and/or migraine. We didn’t meet this week because everybody was sick, but we still managed to get a nice amount of work done. Much of this week was spent planning for the URBN Center Lobby wall, with Ethan, Josh and Dave creating assets to hang up. Those will go up tomorrow as soon as they’re finished rendering.

This week was also spent polishing up animation, working with the environments and planning for our end of term presentation. Despite numerous technical challenges (such as Josh’s never-ending battle with xgen and Anthony having to rig 30 tentacles and 40 eyeballs), we’re still confident that we’re going to finish up everything we need!

Animation is going well too, with Gabe, Dave and Pat continuing to spend countless hours blocking and polishing shots. We’re concentrating on the shots we need for the end of term trailer, but we’re still going to finish up a round of polish everything by the end of the quarter. Ethan was able to block in the exterior airplane scenes, and we’re finally closing in the storyboard gaps in the animatic. The shoggoth is just about done being rigged, so we’ll soon be ready to animate everything we need for the trailer!

As all the environemtns and shots are finally put into place, we’ll be working on the comps for everything and piecing the show together one step at a time. We’re going to have to work tirelessly until the very end, but we’re still on track to finish within our schedule.

Check out our Trello board for more information!


3-1-PPJ Anthony Meyers

Goals for this week:

Work on the Shoggoth.

What I got done this week:

Everything went well this week. I rigged the main tentacles and all of the small tentacles have joints and have been weighted. The only thing left to do for the  rig; other than add in extra controls to make animating faster, is to add in controls for the small tentacles.

Next Week: 

Work on the Shoggoth.

Hours: 25Capture


3-1-PPJ Valentina Feldman

What I said I’d do last week: 

  1. Presentation WIP
  2. Textured Mountains
  3. Skies / sky plan!

What I actually did: 

This week I continued to be sick (along with almost every other member of the team… Seriously, we’re tragic.) I got better over the weekend though, and managed to do a rough pass of everything I said I’d put together. Nothing’s finalized yet, but I’m still on track to finish all my tasks on time and before the presentation next week!

1. Presentation WIP

Finishing it up right now! We have a solid plan for the presentation and we’ll be giving our mock presentation on Tuesday morning. I set up our slides in Google Drive and while we don’t have all the assets finished yet, we have plans and comps set up for everything. I’m confident that we’ll be fine.

Hours: 5

2: Mountains Texturing

11026637_10153173598420559_1117711495_n 11040446_10153173598425559_1250886090_o (1)

I started working on the textures for our mountains this week. I realized midway through that there was no way I could bring out all the sculpt detail by hand-painting alone, so Josh will be setting up a shader this week that pulls detail from the edges. Once that’s done I’ll iterate again, but for now I’m happy with the chunky shapes and general style. They just need to be blended better and much more detailed.

Shader example from Z-Brush by Pat:


Setting this up took a little longer than usual, since the ridiculous scale of these mountains was too much for Mudbox to handle. I created two 4K texture maps, one for long-distance shots and one for close-ups of the mountain pass.

Hours: 7

3: Sky Planning

I fell slightly behind on sky painting this week, but I did comp together one painting with the mountains I textured. I’m waiting on Ethan’s pop through to continue with the matte paintings for each shot. I definitely want to play up the intense red sunsets of Antarctic summers, since the airplane scenes always happen at sunset or sunrise. Crits welcome!



Hours: 4


4. General Producer Things

I realize that I’ve never really logged these hours in my PPJs, but I do put a lot of time into filling out trello cards, posting things and planning out timelines. Y’know, producing. I put in about 4 hours a week into that.


Hours: 4 


Next Time: 

  1. Presentation finalization
  2. Presentation material rendering
  3. Trailer compositing!

Team Progress Summary: 2/22/2015

[placeholder]winterGantt_week07 winterTrello_week07


Steady progress was made again this week! Sprint 2 is well underway, and all of our shots are being blocked and polished. The shoggoth has been textured and is in the process of being rigged and shaded, Dyer’s clothing has been redone, and Sprint 2 environments are well underway. Sprint 1 has been completely rendered, and we have a final list of EOT deliverables and assets for our presentation. The teaser’s looking great, and we’re still confident that we can stick to our newly accelerated animation schedule!

Josh and Ethan have also been planning out the wall for the URBN center lobby, and it’s looking great! Danforth’s pose for the senior show poster is looking awesome so far.

Check out our Trello board for more information!

2-22-PPJ Valentina Feldman

What I said I’d do last week: 

  2. Fix up Dyer’s clothing
  3. Plan EOT Deliverables

What I actually did: 


This week I spent a lot of time giving the Shoggoth some TLC. Aw, isn’t she a cutie?

Posing this model for texturing was a bit of a challenge. I decided that since the Shoggoth’s resting pose is completely different than the grid-based bind pose (refer to Anthony’s PPJ), I would have to pose the eyes and mouths into weird, bulging shapes to fully see the effects of my textures.

I spent a great deal of time researching rotting meat, worms, brains, tumors, brain tumors, deep sea fish, lampreys, lotus pods, octopodes, viruses and fungi to inspire a design.  Fun, right? I painted the veins and texture maps in Mudbox, and then rebuilt the shoggoth on a  VRay lighting stage.

Josh will be helping out with shaders this week. In order to give the shoggoth an unearthly, unsettling vibe, we’ll be combining the painted textures with a 3D procedural noise map with a blend material. The noise map will be similar to that in the second image, and will stay still in 3D space while the shoggoth warps and bulges around it (almost like a 3D mask). We want to give its insides (beneath the veins) a “color out of space” kind of vibe.

Hours: 10

 Concepts and shader tests: 



Screen Shot 2015-02-18 at 11.37.08 AM Screen Shot 2015-02-18 at 11.37.38 AM shoggy_mouthComp

Screen Shot 2015-02-19 at 8.59.49 PMScreen Shot 2015-02-19 at 10.37.56 PMScreen Shot 2015-02-19 at 11.31.30 PM



2. Dyer TLC 

Dyer was, as usual, a complete pain to work with. After opening our current version and beginning to work on textures, I realized that both his hair and eyebrows were outdated, completely unstyled, and a little bit broken. So, I spent another night ironing out the problems with that before I even got around to his clothes.

That night I also learned that a viewport error caused by nHair was actually fine on render time, which was a relief.  This night also involved a lot of sideburns shaving.

Screen Shot 2015-02-20 at 7.27.03 PM Screen Shot 2015-02-20 at 7.53.02 PM Screen Shot 2015-02-20 at 8.10.06 PM Screen Shot 2015-02-21 at 12.53.45 AM


I then moved onto texturing Dyer’s coat, creating materials, bump maps, and restyling the geometry. I was aiming for a mixture between the Antarctic reference I posted earlier and a military style water-resistant jacket. I went with olive tones this time, which I like better. I also adjusted his complexion and hair specularity a bit.

Screen Shot 2015-02-22 at 10.51.12 PM Screen Shot 2015-02-22 at 11.00.52 PM

Seams have since been cleaned up!

Hours: 15

3: EOT Deliverables prep / planning

Less pretty than my other two tasks, but still valuable! This week I talked to the team and determined what kinds of deliverables and promotional materials we’ll be able to produce for the end of this quarter. Here’s a snapshot of the list:





Now I just need to make the presentation, and make it happen!

Hours: 3


Next Time: 

  1. Presentation WIP
  2. Textured Mountains
  3. Skies / sky plan!


Team Progress Summary: 2/16/2015


Click to view Gantt Chart / Trello Board! It’s always great to see the active task lists growing smaller, but Val’s going to have updated sprint planning done for our Wednesday weekly. We’ve decided to re-order our sprints slightly and compress our animation goals — now we want the entire film blocked and 2/3rds polished by the end of this quarter, so next quarter can be used entirely for polishing, rendering and compositing. The new schedule is pushing the animators pretty hard, but they’ve decided that they’re up for the challenge!

Josh worked on rendering our Interior Tower shots this week, which are coming out gorgeously. We’re very excited to get the sequence done! Dyer and Danforth look great, but we decided that Dyer’s clothing jacket needs to be redone with higher mesh detail. Anthony sent Josh clothing files with more wrinkles, and Josh determined that they can be wrap deformed onto the mesh with few problems. Val will be re-texturing Dyer’s clothing and texturing the Shoggoth this coming week. Anthony has been rigging The Shoggoth, getting us on track to animate and re-render the spooky spooky Interior Tower scenes.

Moving forward, Ethan began to texture the airplane and recut the trailer edit to be shorter. Pat, Gabe and Dave have started blocking in the rest of the shots, and by the end of Week 2 we’ll have everything blocked in and ready for polish. Josh will be starting with the Sprint 2 environments once the IT shots are rendered, and Val will begin painting sky maps. In 2 weeks, our animatic cut will have no more storyboard frames. We’ll have to keep giving it our all, but we’re still confident that we’ll finish on time!

2-15-15 Valentina Feldman PPJ

What I said I’d do last week: 

  1. Revisit Texturing as needed
  2. Help Josh render everything!
  3. Plan Sprint 2
  4. Texture Shoggoth

What I actually did:

This week I stepped back a little from full-blown production work. My 40-ish hour SPROJ-fest last week left me REALLY behind with my freelance work, which is necessary because that’s how I pay my tuition. I already missed registration because of owing Drexel money and spent a lot of this week negotiating my way out of a Financial Hold, so in a roundabout way, my contribution to Senior Project this week was ensuring that the project still has a producer.  I decided to table most of my SPROJ work and make this coming Tuesday an all-encompassing Senior Project work day. I still intend to get all my work done for our Wednesday meeting with Nick, on my honor as a DIGM.

Josh did all the rendering without my help because he’s a magical human being. I also talked to Anthony and Josh about revisiting the clothing to include more wrinkles and poofy details. I shuffled Trello cards around a bit and made sure everyone else had tasks for this week, planned a bit further into Sprint 2, and didn’t touch the Shoggoth once. Again, Tuesday will be Shoggyday.

Hours: 5

Including efforts to remain enrolled at Drexel: 25