Saturday, 21 March 2015

University Production Diary #2: Personal Project Update 2

Hey Folks,

So I'm steaming into splineing out most of the body mechanic animations for the Personal Project, the only few I have to block out is the Fight Sequence and a Neck Break animation. (I also have to just add a few more poses to the 'Shoot Spin' animation also).

Once the final few animations are blocked, I will be able to then spline those also and add in more complex animation.

I don't really have much to talk about for this update, I can say though I've almost finished a walk cycle and a run cycle with the UE4 Rig for Maya, so once I've finished that I'll be able to export the animation motion of the character into the Unreal Engine and then use Persona inside Unreal to actually add the animation onto a character and then walk and run around a basic level. I'm actually freaking out like a little kid about that... and everything else really.

Our three week break is fast approaching and I just hope that I can get to a almost finished point with all of my animations, so I can have some free time over the Easter break and also so I can then polish most of the animations ready for feedback and then render outs... and then I start the collaborative game projects which I'm looking forward to.

Anyway, that's almost everything I've got to talk about in this post, sorry its not much. I've been more focused on trying to get through as many animations as possible and having them splined out and looking natural. I hope to have some work that I can put up here in the next Production Diary update.

See you on the next one,

Adam

Thursday, 12 March 2015

So Why Am I Here Doing What I Do?

I thought I'd share with you the very main three reasons of why I'm here doing what I'm doing with my work and future. So get the coffee or tea, sit back and enjoy the read...

So long ago when I was probably about the age of 4 or 5 my mum had gotten me a Super Nintendo Entertainment System with Super Mario World on it. As a matter of fact the first ever game I played was on one of those really old computers where you had to type in the console commands to get it to work, but I can hardly remember that... just don't ask how I've managed to remember this, I just strangely have.

Anyway, I used to play Super Mario World (1991) on the SNES a lot, and I still never managed to complete Super Mario World, ( but that soundtrack was so awesome). I really need to dig out the console from the attic and play that game again with the cartridge.

Super Maro World (1991) on the Super Nintendo Entertainment System
From the SNES I moved to over the GameBoy Colour with Pokemon, Wario Land 3 and Rayman, all good fun I managed to complete them all apart from Wario Land 3... last mission I just didn't know how to beat the final boss, great game though.

University Production Diary #1: Personal Project

Hello everyone, welcome to my first University Production Diary where I'll be showing you some of the things that I'm working on for my current University Projects. Let me tell you a little bit about the pre-production first. Brace yourselves a bit long, but I'm sure you'll enjoy the read.

At the end of last year we were in pre-production for two projects, one being personal and the other collaborative, the outcome of the projects are to create a 40 second show real demonstrating your skill of your specialized area (modeling, texturing, animation, particles .etc)....

From coming from a strong 2D, and now 3D animation background and enjoying a variety of big block buster video games I wanted to do body mechanic animations for my personal project, so like walk/run cycles which blend, death anims, fight anims (I think I have 6). Which I was able to get some great video reference for over the Christmas break and create animatics in Adobe Flash. So here we are now in the blocking stage of the animations.

Pose Breakdown Sheet of an Animation (sorry its small)

As for the collab project I'm working with a friend who wanted to make a Space Game. Its going to be in 3rd person and made in the Unreal 4 engine, I get to animate his pilot model using the unreal for animation rigging toolkit, which he also used for it. The animations which I shall be making will be jumps, attacks, gun run/walks, idles and a few others I think. They'll be put onto the character in UE4 and then mapped to keys on the keyboard...

Wednesday, 11 March 2015

Today's Draw: Baymax Bah-a-la-la-la.

Hey guys!

Soooo today, I got my critical analysis and presentation work out of the way for the Visual Forms module, finally... 

The good news is I can start on my animation work again which I can't wait to do! But before I delve back to the noodle box I decided to do a quick  paint of Baymax saying "Bah-a-la-la-la..." It was just so funny in the movie every time Baymax would say it...

Baymax - Sketch Version
Baymax - Lines w/ Colour
Baymax - No Lines, Just Colour
Baymax - Final with Lines + Colour.
Baymax - Final w/ No Lines, Just Colour
I thought this would take me some time to do, but in fact it took hardly anytime at all... I guess 'all the circles'. I do like the one without the lines. It's really interesting doing that sorta stuff.

Anyhow... I hope to share some 3D on here soon... maybe a few animations that I've blocked out already. We'll have to see. :)

See you on the next one,

Adam

Tuesday, 10 March 2015

Big Hero 6 - Hiro Photoshop Painting.


Hey Folks!

Phew, its been ages since I have blogged, and I'm terribly sorry for that. I have not been able to find the time in my very busy academic life at University. I'm going to try and post more with things that I'm working on, both personal and university work so that you can get a little sneak peak of the things I'm working on. 

Anyway... After watching Big Hero 6... well first... wow, what an amazing movie. It had such a strong, meaningful story and tied together with the excellent character performance, animation and design it must be one of my all time favorite, if not all time favorite feature film.

Anyway, again... I decided today to sketch out and then colour in Hiro in Photoshop. Here's what I got...

                                     Rough Sketch                                                   Development
  
           Final Sketch                                                                Final Colour-In

I'm pretty pleased with the final result. Would of been nice to work on some shading for Hiro, but, sadly, I must return to the realm of Animation to continue on my end of year projects, but don't worry. You should see this blog become more active. 

Bah-a-la-la-la…

Adam