This week I continued developing the project assets and focused on creating the more complex deformation models required for the animation. Building on the work completed in previous weeks, I produced two versions of the torn mouth sequence, exploring different levels of stretching and distortion to enhance the visual impact of the scene.

The modelling process involved reshaping the facial geometry and testing how the skin could be pulled and deformed while maintaining a believable structure around the mouth, teeth, and tongue. Through several iterations, I refined the composition and proportions of the models to better communicate tension and discomfort, which are central themes within the project.

In addition to the modelling work, I also began producing animation for the background NPC mouths. These animations focused on simple speaking motions that will be used during the opening sequence, where multiple mouths repeat the same words. Developing these assets helped establish the contrast between collective conformity at the beginning of the animation and the later scenes of isolation and suppression.