Rooftop Jump [wip] update

I’m just about done with the blocking stage for this animation. I still need to block in the character kicking open the door and also running off screen. Then I need to add a few sections, him scanning around, making the decision to jump the gap etc. I also need to tweak the run cycle so he has a bit more weight.

 
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Rooftop Jump [wip]

Our current animation assignment is to have a character jump over something. We have complete freedom to choose what they jump over, I went with the rooftop idea. This piece is a short exercise in a more action oriented direction. I wanted to emphasize that idea, so I’m doing a sort of rooftop chase sequence.

So far I’ve just been blocking out the run cycle, this is my first time to attempt one. I spent a good 5 or so hours on the first 7 frames of animation. It took a long time for me to work out the pacing and to get a good idea how far each cycle would go (distance). I needed that information to block out the rest of the steps leading up to the ledge. I feel happy with where it’s at right now and I’ve since moved on to blocking out the rest of the animation. I took a break and did a little scene building as well.

Rooftop jump animation shot

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Flour Sack WIP

This was a two week project done for my animation class. I found the flour sack rig rather difficult to work with. It didn’t have as many controls as I’d have liked and some of the ones it did have deformed in unexpected ways.

This idea was to show an emotional change in the character. I’m fairly happy with how it turned out, but I definitely have more work to do on it. I’d like to work on the walk cycle, make it more of a slumped shuffle. After getting feedback I also see that I can work on his reaction (exaggerate it more) and add some more movement to his body during the clap.

 
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Creature Modelled

Pretty much finished the modelling on the creature I’ve been working on (theme for this guy was “the freak”). Modelled the low res version in LightWave. Brought it into Zbrush, subdevided it and painted on the details.

Low Res: 222 Polygons
zLow

High Res: 3.6 Million Polygons
zHigh
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