Just messing around with some face posing, going to do a dialogue shot next so I am doing some testing. Here is the first one.
Monday, October 29, 2012
Thursday, October 18, 2012
3d turnaround scene test
This is a pretty good representation of what the final render will look like.
Wednesday, October 17, 2012
War, what?
Thursday, October 4, 2012
Appeal
What is appeal in animation?
This post isnt very planned, its more of me just going through this in my head struggling to figure this appeal thing out. So I will apologize for the lack of structure.
As some of you may know I have been working on creating a new demo reel by the end of this year. It has been about six weeks and I have created 2 new shots around 13 seconds each. They can be found Here and Here It is now time to start with something new. I am either going to do a new comedic dialogue, or a pantomime acting/ body mechanics shot. I want this new shot to be very appealing, what does that mean for animation? Well...
It is hard to describe it because it is something you feel. Animation is composed of many things, good posing, silhouette, staging, timing, lighting, and editing to name a few. I believe that a shot with appeal has all of the above in it working together. It is this harmony that I believe to create appeal. It is like a smoothy. You have many ingredients that work together but if one of the m is missing something doesn't taste right, its hard to put your finger on it but something is not right.
I think the best way to figure appeal out is to look at a shot with a lot of appeal, what a revolutionary idea! So the animation I chose is the opening animation(which Im sure is by design) of Dave Logans Animation reel here is the link to his reel.Daves reel
That was just awesome, right?
Lets figure out why.
First off it is a great piece of dialogue, a good dynamic line, with some audio hits that the animator can use to ground the animation.
There is very clear posing and silhouette. Examples below.
As the pictures above show. the lighting he has create has very intentionally lit the character so that there isn't a very distracting background, and really clears up the silhouette. White character on black background.
Look at those mouth and eye shapes. They are all working together and it is very clear in what the character is thinking and also his attitude is. It is this clarity that I am striving for every animation. Another thing, it isn't very long, the whole shot is around ten seconds. So you dont lose the attention of the audience.
I can go on forever analyzing this great piece of animation but creating this post has and really breaking down this shot has helped me figure out how important posing is for our animations. and how much posing effects the appeal
I must get back to work now.
This post isnt very planned, its more of me just going through this in my head struggling to figure this appeal thing out. So I will apologize for the lack of structure.
As some of you may know I have been working on creating a new demo reel by the end of this year. It has been about six weeks and I have created 2 new shots around 13 seconds each. They can be found Here and Here It is now time to start with something new. I am either going to do a new comedic dialogue, or a pantomime acting/ body mechanics shot. I want this new shot to be very appealing, what does that mean for animation? Well...
It is hard to describe it because it is something you feel. Animation is composed of many things, good posing, silhouette, staging, timing, lighting, and editing to name a few. I believe that a shot with appeal has all of the above in it working together. It is this harmony that I believe to create appeal. It is like a smoothy. You have many ingredients that work together but if one of the m is missing something doesn't taste right, its hard to put your finger on it but something is not right.
I think the best way to figure appeal out is to look at a shot with a lot of appeal, what a revolutionary idea! So the animation I chose is the opening animation(which Im sure is by design) of Dave Logans Animation reel here is the link to his reel.Daves reel
That was just awesome, right?
Lets figure out why.
First off it is a great piece of dialogue, a good dynamic line, with some audio hits that the animator can use to ground the animation.
There is very clear posing and silhouette. Examples below.
As the pictures above show. the lighting he has create has very intentionally lit the character so that there isn't a very distracting background, and really clears up the silhouette. White character on black background.
Look at those mouth and eye shapes. They are all working together and it is very clear in what the character is thinking and also his attitude is. It is this clarity that I am striving for every animation. Another thing, it isn't very long, the whole shot is around ten seconds. So you dont lose the attention of the audience.
I can go on forever analyzing this great piece of animation but creating this post has and really breaking down this shot has helped me figure out how important posing is for our animations. and how much posing effects the appeal
I must get back to work now.
Friday, August 17, 2012
Lip sync Pass
Here is a lip sync pass brought pretty far. My mentor Sean Sexton told me about this workflow, animate lips to get mechanics working, then move to the blocking, and start to refine whole animation until polished. Here is the lip sync
Wednesday, August 15, 2012
Tuesday, August 14, 2012
New Dialogue Shot
So I have been studying a lot of rending techniques for Maya and Mental Ray but I have also been looking for some new dialogue for a new shot I will be working on. I have posted THIS video which has ten different audio clips that I have chosen to narrow down. I have chosen number 2.
I have also created the male character using Bishop 2.0
Behold, David!!!
I have also created the male character using Bishop 2.0
Behold, David!!!
Thursday, August 2, 2012
Rendering Tests and New Reel
Hello again, I changed the order and finessed some animation on my demo reel, here is newest update. DemoReel
Down below are two rendering tests, The top one is a SSS shader by ninja animator Brad Kinley. The other is some modifications to the regular bishop shader. I really like the SSS shader!!
Check out Brads awesome blog and short Bandito here :BradKinleyAnimation

Down below are two rendering tests, The top one is a SSS shader by ninja animator Brad Kinley. The other is some modifications to the regular bishop shader. I really like the SSS shader!!
Check out Brads awesome blog and short Bandito here :BradKinleyAnimation

Friday, July 20, 2012
Riot Games Test animation
Hello,
Its been a while and I've got an excuse.
A few weeks back I got an email from a recruiter from Riot Games asking me to do two animation tests. One was a walk cycle, and the other was a 3-5 second attack where my character had to jump in the air and perform a landing attack. They gave me 2 weeks to finish it but only 20 hours to actually animate. Also, because it is game animation I had to animate from all sides and also at 30 frames per second. 2 things I have never done before.
Things I learned is that animating from all sides(not just the primary camera)is well worth it. I will never take any short cuts again. and 30 frames per second is no big deal either because I spend a lot of my time in the graph editor.
Here is a link to the walk cycle.
Walk Test
Here is the link to the attack.
Attack
I hope you enjoy the test. On to other matters, like packing for the AM graduation!!
A few weeks back I got an email from a recruiter from Riot Games asking me to do two animation tests. One was a walk cycle, and the other was a 3-5 second attack where my character had to jump in the air and perform a landing attack. They gave me 2 weeks to finish it but only 20 hours to actually animate. Also, because it is game animation I had to animate from all sides and also at 30 frames per second. 2 things I have never done before.
Things I learned is that animating from all sides(not just the primary camera)is well worth it. I will never take any short cuts again. and 30 frames per second is no big deal either because I spend a lot of my time in the graph editor.
Here is a link to the walk cycle.
Walk Test
Here is the link to the attack.
Attack
I hope you enjoy the test. On to other matters, like packing for the AM graduation!!
Monday, June 11, 2012
11secondclub Part_3
Here is some more progress..I need to animate the eyes in both shots and continue polishing.
Thursday, June 7, 2012
Monday, June 4, 2012
11second June (Lip Sync)
I am trying a new workflow my mentor Sean Sexton showed me. One of the cool things is that you get the "hard part" of all the mechanics of the lip sync before I start blocking out the poses. Now later on in the workflow I can really work and sculpt the mouth shapes but still have the working mechanics. No more fighting for the appealing shapes while getting correct mouth shapes.
Thursday, May 31, 2012
Old AM work
Monday, May 21, 2012
Hello Internet
As you can see in my "About Me" I am a character animator from Louisiana. I have created this blog to organize my online portfolio and to give updates about my journey I am embarking on in the animation industry.
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