Figuring out how to render the joints was even harder than making the joints themselves. I ended up using print screen with the project open in maya and cropped the pictures. The most complicated part of using the joints was setting up the hierarchy correctly, so that certain joints only affect the desired other joints.
Salty is the first project that's been actually difficult to model. It's different working with NURBS surfaces instead of polygons, but it's not completely dreadful. Getting the body to look semi-normal was pretty dreadful though, as I don't encounter seals very often in my day-to-day life to understand the body structure.
Whoooo for Inverse Kinetics! Simple to follow instructions, hard to understand why it all works. Excited to continue learning this and move towards character animations!
I did not enjoy rain. Apart from being a particle that must be rendered out with mental ray, it doesn't even look nice. And you can barely see it. Don't think I'll be "making it rain" again any time soon.
Oh alleyway, how I despise you. You make everything more complicated. I feel our relationship must end soon, as I cannot keep doing this. I'm sorry, dear alley way that I once spent so long on.