Saturday, November 24, 2012
Wednesday, November 14, 2012
Alien critter
I recently scanned tons of old drawings and sketches to archive them digitally and get rid of the paper. This guy was hiding out there. I think I was inspired by designs for Planet 51, so there are some similarities.
Wednesday, November 07, 2012
A Stuffed Dog
Thursday, October 18, 2012
Tuesday, October 16, 2012
It's called a KILT.
Last December my wife bought me an iPad. I like it. I like it a lot. Determined for it to be a productive tool, I promptly downloaded Angry Birds. In an effort to turn my iPad back to it's full artistic potential, I tried dozens of drawing/notepad apps. I liked Wacom's Bamboo paper. It was fun but a little too limited. I read a review of Procreate by Savage Interactive and liked what I saw. I determined to wait them out for a price drop. I finally broke down and and shelled out five whole dollars to buy it. Best five bucks I've spent in a long time! This Little fellow was my first real test run of Procreate. It really does make drawing on an iPad fun whether you use your finger or a stylus. And it is easily 10 times more responsive than even the simplest drawing apps I tried out. I highly recommend it. (BTW, feel free to download this guy if you want him to grace your desktop.)
Sunday, December 11, 2011
iPad drawing
I got an iPad this week. I hope that it will help me do more drawing. I'm not one of those artists that loves the tactile feel and physical process of painting. But I am all about convenience. Once my stylus comes in it will be very handy to do some sketching and not have to deal with all the paper. This little mess was done with my finger in bamboo paper by Wacom.
Monday, June 06, 2011
Back-hoe operator
I did some sketching in Photoshop tonight, and I like what came out! These are some concepts for the supporting character in my backhoe story.
I really like the extreme characterization. I don't usually push things this far. If he stays this extreme, I'll have to re-work the dragon somewhat to fit this style. As I translate my characters into 3D, they invariably slide away from characterization into a more realistic style. I think this is an almost inevitable symptom of the "realness" of working in 3D. You can't cheat the same way as in a drawing--at least not without making your model a nightmare to work with!
I really like the extreme characterization. I don't usually push things this far. If he stays this extreme, I'll have to re-work the dragon somewhat to fit this style. As I translate my characters into 3D, they invariably slide away from characterization into a more realistic style. I think this is an almost inevitable symptom of the "realness" of working in 3D. You can't cheat the same way as in a drawing--at least not without making your model a nightmare to work with!
Friday, May 27, 2011
RAWR again
This little guy was dreamed up by my son. You'll be seeing more of him, hopefully. He has a better chance of seeing daylight again, since I already have a solid story outlined for him. He was done in AM. Below is one of the iterations he went through. This one was done in Sculptris (a great free digital sculpting program). It has some appeal, but I was afraid it didn't have enough range of expression in the eyes.
Sunday, October 31, 2010
Thursday, October 07, 2010
Regular 'ol animation
I finally took a little time to play with PAP 4.0 today. It's pretty intuitive (for something as complicated as animation, anyway).
Sunday, September 26, 2010
Thursday, September 23, 2010
toads1blocking*
I'm finally animating! I had to very consciously make myself stop tweaking and begin animating. I can tweak and nit-pick with the best of them, but I need some practice animating. So here is a first-pass blocking render of the first shot. Isn't it exciting?
You will notice that the toad just "jumps" from one place to another. Right now I have simply blocked out the action with rough timing. I think I will try to make myself block in the entire project before I do any "real" animation. I am not doing an storyboards for this project, so I'll really be discovering a lot of the action as I block the shots. I don't want to get bogged down in detail of animating just yet.
*toad project shot 1 blocking pass
You will notice that the toad just "jumps" from one place to another. Right now I have simply blocked out the action with rough timing. I think I will try to make myself block in the entire project before I do any "real" animation. I am not doing an storyboards for this project, so I'll really be discovering a lot of the action as I block the shots. I don't want to get bogged down in detail of animating just yet.
*toad project shot 1 blocking pass
Monday, September 20, 2010
Wednesday, September 15, 2010
Project Attention Deficit Disorder
Yes, I am starting a new project. I will pick up on the previous one (or at least use the models I created) sometime down the road. But I want to do some animation, and the project I had in mind with the fisherman and the pterosaurs required too much setup and prop building. I am going to try and focus on something simple (two characters) and very animation based. It will be a chase between this toad and his intended lunch.
Wednesday, September 01, 2010
New art direction 2
I worked on the smaller pterosaur today. I'm already much happier with him. I liked him before...now I like him a lot! I am taking this in a much "toonier" direction than I originally intended.
Tuesday, August 31, 2010
New art direction
This weekend we took a trip. And while my wife drove I put on my "art director" hat and did some sketching. I realized that I was not pushing the designs of my characters far enough. My characters always loose a little of their edge when I translate them into 3d models. And my designs this time were mostly pretty tame. So I reworked several of the characters (and invented a new one). I will have to redo some work. But based on my revisions of the first character I'm confident I'll have a better end product.
I think the new design speaks for itself...in a scary, freakish voice.
Thursday, August 26, 2010
Smash
He reminds me of the Incredible Hulk in this pose. Just a little update about...not much. I did some tweaking today to improve his proportions and I worked on his facial control rig earlier in the week (evidenced by his glowering eye brows).
Thursday, August 12, 2010
Design a fabulous ray-gun: go to NZ!
Weta is hosting an interesting CG design competition. This is one example of their fine work. The winner of the competition gets to go to NZ to meet the designer at Weta.
Thursday, August 05, 2010
Color Schemes: Part 2
In a previous post I mentioned that I was going to use a color scheme generator to make a color palette for each character in this project. There are four major characters, and each has its own palette based on the master palette in the center. These palettes turned out quite a bit more lively than I anticipated. This is either going to push me into much brighter color territory than I anticipated, or I will deviate from these palettes as I texture. But whether I stick rigidly to these or not, my thinking has been greatly expanded by using a palette generator.
This is a bit of a digression from my previous rant about rigging suspenders. Last night I spent a few hours fiddling, and I have rigged the suspenders so that they stay "ok" in most situations, and have a few controls to tweak them to perfection after the main animation is done.
The beauty of doing a project like this alone is that there is always something else to do if I get tired of working on one aspect of the project. But it is dangerous because there is always something to "fiddle" with that may not make any real progress!
P.S. Here is a link to a bunch of other color palette tools. I haven't tried any of them out.
EDIT: I did some playing with texture maps based on these colors, and the results are not happy. I think I will need to do a lot more testing to determine if these will work. As palette they look ok. But, in the words of my venerable brother, "Don't let an automatic palette generator make you make bad art." Such wisdom.
Tuesday, August 03, 2010
The suspenders are killing me
I like suspenders. I don't wear them anymore (thought I did go through a phase in college...) but I still like them. There is something very manly about a hefty pair of braces.
But they are a PAIN to animate. They seem so simple... but actually they are very difficult to work with. The body of this character is very flexible. Each bone of the body affects the shape of the body, and the suspenders somehow have to remain on the surface of the body shape as all those bones move around.
If I wanted to do it by brute force (meaning meticulously animating the suspenders manually) the rigging would not be a problem. But I'd rather spend some time rigging ahead of time so that I could just tweak the suspenders to keep them looking good and not have to focus on them during animation. If possible.
I am cautiously optimistic that I can make them look good enough for my purposes. But I don't want to spend too much time on suspenders. How much effort is the aesthetic advantage gained by suspenders worth? Would my time be better spent giving him a belt and forgetting the suspenders altogether? Probably. But I won't give in quite yet!
| The epitome of manliness. (Note the suspenders!) |
If I wanted to do it by brute force (meaning meticulously animating the suspenders manually) the rigging would not be a problem. But I'd rather spend some time rigging ahead of time so that I could just tweak the suspenders to keep them looking good and not have to focus on them during animation. If possible.
I am cautiously optimistic that I can make them look good enough for my purposes. But I don't want to spend too much time on suspenders. How much effort is the aesthetic advantage gained by suspenders worth? Would my time be better spent giving him a belt and forgetting the suspenders altogether? Probably. But I won't give in quite yet!
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