You do look very nice, Dennis! 
Deep short film
Okay here are a few renders put together.
Like I wrote before, I’m trying to model some of the details that I previously used normal map for, into the mesh for greater control, and so far I think it is working out fine.
Anyways, here is the character, plus a few of his most dearest possessions 

haha
Small spelling error.
Can i see a wire of the character?
The props are looking nice, did you use reference for the boat? Because I am not entirely sure on if the planks bend that way in the front. I would probably make it more smooth between the planks in the front.
ref:
http://intheboatshed.net/2009/03/18/why-use-wood-to-build-boats/
The head wire:

Here is the latest prop I’ve been building.
His toolbox for all his stuff.

@Dennis:
I did look at reference when I designed it, though I tried to simplefy it.
I’m not sure I see what you mean with your critic though. Perhaps you could elaborate?
I hope this makes it a bit more clear:

It is a small thing and it might just be my personal preference that i like the other solution better
I Do not know a whole lot about ships, so i actually don’t know if ships are made the way you did it.
Thanks Dennis!
That makes perfect sense, sorry for being a bit slow.
I’m not sure if I’m gonna change it, but it is definately noted down 
I’ve lately spend some time tracking the production pretty closely as I found my self completely unaware of how far I actually were.
So here is a small chart for anyone interested. Of course it is a rough estimate, but it’s faily thight.
Man (main character) 85%
second main character 50%
Boat 85%
Lantern 90%
Tool box 80%
Fishing rod 85%
Spinner 100%
Boat bridge 100%
Land site at bridge 50%
bag 10%
Bucket 50%
Fish 0%
So it’s going pretty good I think.
The 2d animatic is pretty thight, so 3d animatic is more gonna be refinement and camera animation than coming up with staging and storytelling.
On another note, if finished uv’ing the tool box, and I’m telling you that was tedious! But it’s done and I like the result (as much as one can like a uv layout)

Cheers
Did you use automatic mapping for it?
Its is really easy to use, and afterwards you just sew the egdes together.
Anyway it is looking good
Is there a update soon?
Hi Dennis.
I used automatic mapping a bit, but sometimes I found it better to do it the tedious way of planar mapping.
I’m rigging the character from start right now and it’s going alright.
An update on the progress would look somewhat like this:
Man (main character) 95%
second main character 65%
Boat 100%
Lantern 95%
Tool box 100%
Fishing rod 95%
Spinner 100%
Boat bridge 100%
Land site at bridge 100%
bag 90%
Bucket 100%
Fish 80%
It’s mainly rigging I need. And a bit of texture 
Hi doffer
very nice job
do you need any on to help you ?
I use
3ds max
mud box
also i can help you a little bit in animation .
my web site
my channel
Hi 
Thank you for your comment!
So far I try to do everything myself and critic from great friend.
But it is nice to have a backup 
Cheers
Hi guys.
Not a crazy visual update here, but just wanted to let you know that I finished the rigging on my main character.
At least version 01.
I will need to take it for a spin, maybe try and do a walk cycle and a facial expression change, to test both the rig and the weights that’s painted rather quickly.
Anyways, here is a screencap.
I still need to hide and luck stuff that is not supposed to be used and divide him into groups so I kan easily hide and unhide parts of his geometry when I want to focus on something specific.
Anyways, hope you like it 

Wow the character looks great now, I’m always looking forward to seeing more quality short films! Good luck!
What do you mean by automatic mapping?
Unwraping models is always a pain for me, if there is a simpler way to do it I would like to know!
PS: Check out my thread in my sig
Comar93
Thanks!
I’m glad you like it.
Automatic mapping is pretty good for non-organic shapes such as boxes, cylinders and stuff like that.
I find it a little hard to control, when I want to be specific about which edges it cuts - on some level I could just not care, but on the other hand, I find it easer to sew together afterwards, when I know exactly how it’s cut up.
To my experience, when you have a small bevel for instance it can be a bit funky in its cutting which again makes it a little harder to sew together - but hey I’m just an animator fiddling around with cg stuff - I might just use it the wrong way! 

That was the last prop!
I just need to finish off the facial rig for the last character, then I can start setting up the cameras and the 3d scenes in general, blocking in some poses and so forth. Can’t wait to get started on the 3d scenes!
The bag above is only gonna be there in the very first shot, so it’s not a super flexible rig but it’ll do the job just fine 
Cheers
Sorry for the double posting.
Here’s a nother collection of props and a test render.
I’ve fixed and improved a few things, plus rigged it.
I realized both the spinner and the fishing rod was a little off model wise, so they’ve both recieved a bit of an overhaul.

Hope you like it 
Cheers
Time for another update.
I’ve been doing some additional rigging, fixing stuff and such, and I’m now ready for the 3d layout/previz/3d animatic part.
Setting it all up in maya.
I then quickly realize that some rig fixing needs to be made, but I guess that’s a side effect of putting it all together.
Anyways, I’m not completely done, but here is the first draft:

Let me know what you think 
Enjoy
Yeah, it does.
Plus he has a lamp with him, which will give a warm yellow/orange light, if it is the lighting you’re thinking about?
Thanks for your comment! 
I was missing a connection between when he opens the box, and when we se the picture on the inside. But maybe it will come later on when the colours are there.
It looks nice
Keep it up…
Cheers