
I’ve now done the part where he exits the scene. The searching part has also been updated. I modified how he curls his feet when just walking, less curl and more lift. He plants his foot down faster and reacts with all of his body when he hears the “sound” and then crouches down. I also made his movement into the roar faster.

Here’s a updated version of the searching part. With a framecounter as promised.
*Edit - …seems like the video appropriately contains the number of the beast ;)

I did a quick render to see were I am standing.
For this test I:
- Baked out new displacements/normalmaps and tweaked my colormap (all of these maps are temporary of course)
- Blocked out the lighting. I’m using a dome of spotlights for my indirect light, and a directional for the sun (with a gobo to simulate trees)
- Did a quick composite in fusion and tried to match it against the backplate as best as I could. I only rendered out a beauty pass so the control in comp was limited. Later on I will make several passes. Did some color correcting, added a lightwrap, matched chromatic aberration and grain.
- There are NO shadows in this test. I only rendered the dinosaur. So I is suppose to look like he is floating :)
The part Im worried about right now is the compositing. Matching something against real footage is not easy. So many thing to think about, like matching filmgrain, different lens artifacts, colortemperature, etc etc. I am constantly trying to read more about different techniques in books and on forums. I wish I had a real vfx compositor beside me for just one day :)

Progress on the sneaking around and searching part. I’ve not worked on the parts forward of the pelvis… will start with that tomorrow =)

I’ve done some more modeling inside zbrush. Trying to bring in that detail.
Hope you like it



I’ve been animating for a while now. I soon found some errors in my rig that made animating a pain. I solved it by replacing some constraints with a few expressions and now the rig is working great!
We have been discussing back and forth how fast he should run. Here is a playblast of the entering of the scene.

The final topology for the model is now done. We wanted to try how it would work with Tomas animation together with displacement and normal maps. This was a quick test to help us visualize what we’ve done so far. The color, normal and displacement maps are only temporary and there’s no muscle simulation or corrective blendshapes.
What we need to work more on:
- Smooth out animation flaws.
- Research on baking optimization for displacement maps (to get more detail)

I have this spin around the same walkcycle. It has the same speed problem. But now I am at my mothers house for christmas and can’t do much editing =)