Rigging of Dana has begun. I'm trying to make sure she has a full range of motion
Thursday, November 29, 2012
Monday, November 26, 2012
head sculpts
After going to CTN I received one critique on my sculpting and it was to
do something more realistic. So as soon as I got home I started
refining my skills. here are some images of the first go.
Thursday, November 22, 2012
Gertrude Faces
Here's a look at some face tests for Gertrude. When I'm done She'll
have a full range of expressions on hand to really give her life. The
inspiration for much of her facial positions come from studying
Anastasia from the Don Bluth Film. I was fortunate enough to not only
learn from animators who worked on the film but to get a look at the
character model sheets to see how they mapped out her expressions.
Tuesday, November 20, 2012
Dana faces
Just a few face tests with captions. I want Dana to have a full range of emotions. There's still so little to do and so much time...wait, strike that, reverse it.
Monday, November 19, 2012
Just a nice Dana image
Sunday, November 18, 2012
Main textures comlpeted
With the main color, bump, and specularity done I'll be moving on to
blend shapes and rigging soon. At this moment I don't have the
subsurface scattering applied, I'll do that after rigging. However I
believe I'll post a test render of Dana with it.
Wednesday, November 14, 2012
Shoe before and after
I thought I'd do another before and after image comparing the old
Gertrude boots to the new. This time I really wanted the boot to look
like it was physically made.
Grim Textures
Texture creation has begun on the new Gertrude model. These images show
the diffuse map only. I'm currently working on the bump, specularity,
and others. Just like the first model I plan to use subsurface
scattering, but this time I hope to have a better handle on it.
Monday, November 12, 2012
Texturing Dana
After unwrapping, it's on to texturing. I'm starting with the main
colors first. once I'm done I'll move onto bump maps, specularity, and
so on. Here's a first look at one of the areas I'm currently working
on.
Friday, November 9, 2012
Prepping dana for texturing
Now that the main model is completed, I'm moving on to unwrapping before
texturing. The checkered pattern helps me avoid stretching in areas
while mapping everything out.
Prepping Gertrude for texture
now that I have the main model created. It's on to texturing. right now
I'm unwrapping Gertrude and using a checkered textured to make sure
everything textures correctly.
Tuesday, November 6, 2012
Monday, November 5, 2012
Dana: final version
If you saw the video I posted a few days ago, you already know of all
the attempts done on Suicide Friends. This project has been going for
years, and the recent design proved to be (though my favorite) the most
taxing. The traditional animation with Roger Rabbit styled lighting was
taking too much time with just one person working on it. If I
continued, this film wouldn't be done for another 8 years. So I decided
to try a digital Dana again. As the video showed, I did this once and
the result wasn't to my liking. She looked like an alien, but it was
the best I could do at the time. I stopped on the idea of doing a full
CG film until I had more practice. After working on "the Grim" (http://thegrimanimation.blogspot.com/)
I believe I've had a good amount of practice and rebuilt Dana. The
result really pushes the first one aside (I honestly feel weird even
comparing with these images). Someday I'll do a traditionally animated
film, but I'll wait until I have a crew of animators. Until then, I'm
happy with how Dana is coming along.
Sunday, November 4, 2012
Gertrude, with a new do
One of the last things before moving on to clothing and texturing,
giving her hair. The hair on the first model of Gertrude was difficult
as I wasn't use to making hair and tried approaching it the same way I
sculpt hair on a clay figure. However, anyone that tells you making
something in a 3D program is just like sculpting is not your friend.
Its more like sculpting if your hands were numb and then someone put
boxing gloves on them. At first I always just want to put my hands on
the model and just form it. Fortunately after working on the first
short, I'm more use to working with the computer as can be seen in these
images
Friday, November 2, 2012
More Grim adjustments
Literally working from head to toe for the next short. I spent most of
today working on Gertrude and I'm now at her feet, though I plan to go
back and check everything again. This time we want to see how far we
can take everything with what we know so far.
some personal Hasani sculpture work
Some images of a sculpture I've wanted to make for a while for my personal collection. This is mostly just for fun.
Thursday, November 1, 2012
The Grim Makeover
With animation done on the first short (it's currently going through
sound an music) I've been talking to a 3D dynamics artist on how to
improve everything for the next. He's currently testing cloth while I'm
making adjustments to the character models for the second short. You
can see the start of these changes in this image below, with the
original Gertrude base model from the first short on the left, and the
adjusted model on the right. I hope this project constantly grows and
improves with each chapter.
Suicide friends evolution
Here's a look at some of the testing that has gone into Suicide
friends. The project has gone through many changes, once being planned
as full stop motion, again as full CG, and another time as a mix of
media. After a lot of testing I found that I can produce stop motion
and CG in the time I'd like for this film, but 2D on my own, especially
in the desired style, takes a lot of time. With the amount needed for
this project and being done on my own, this film would take about 8
years to complete. So now I'm looking to produce this film using CG and
stop motion. I'll greatly miss the 2D aspects, but someday when I have
a large team I'll tell another story in that style. I have no shortage
of ideas.
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