Category Archives: 3D

Wunderkinds

Edit: I’ve updated this animation. Pushing the lip shapes and dialog accents.

Here’s a dialog animation I did to test out the facial setup of my character:

I know a medium close shot of a character just delivering a line of dialog isn’t the most interesting thing you can do in animation; however, I had a lot of fun being able to focus on it’s subtlety. I didn’t actually use any reference for this animation (not always a good thing to do), but  I recently read a book on facial psychology written by Paul Ekman and Wallace V. Friesen called “Unmasking the Face” and tried to put a lot of what I learned from that book to use. I find it very interesting what triggers a facial expression, and tried hard to show it as my character is thinking through his dialog.

Let me know what you think. I’d love to hear any and all feedback!

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Shoulder Test

I’m done with my character’s rig… well, done enough anyway.  I could certainly keep working on it, as there are a lot of places I’d like to improve it;  however I need to press on and get things done.  Besides, I’ve created a flexible enough pipeline that I can easily go back and make changes/corrections and have it propagate through everything I’ve already done and am going to do.

I am now starting to do some test animations.  Not only so I can show them off in my new demo reel (that I will be making shortly), but also to find out if there are trouble spots in the rig. I’d rather find them in a short test animation, than having to deal with them in a longer animation that I’ve committed myself to :)

Here is a quick test I did to show off/test my characters clean shoulder deformations:

The animation was done quickly and I would love to tighten it up, but again I need to press onward!

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Work In Progress :)

Yup, there is work in progress on this guy :) In fact, he’s moving along pretty good now.  I’ve pretty well solidified the rig and have finished with most of his skin weighting. I was messing around with posing him to test his deformations, and thought I’d share:

I’m pretty darn happy with how clean and flexible his deformations are. I can actually corkscrew his leg 360° without any geometry tearing!

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Sub Surface Scattering

So I’ve been keeping myself busy artistically lately by building a new cg character. I’m a little over halfway through the modeling process. Tonight after a couple hours of pushing and pulling polygons, I decided to take a break by playing around with some shader ideas. Here is a test to see what I could get out of a sub surface scattering shader.

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Yeah the back scatter (the effect of light showing through) is bit too much and makes him look waxy, but I was just having too much fun :)Facebooktwitterredditpinterestmail

Mouse Trap

I recently spent some time backing up all the important stuff on my old computer, and while doing so I came across some old animations that really haven’t seen the light of day. Here is one of them, and hopefully i’ll post more later.

More never came…

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