Showing posts with label blender. Show all posts
Showing posts with label blender. Show all posts

Thursday, May 2, 2013

Werewolf Bust Doodle



Inspired by Roberto Roch I decided to do some sculpt doodles to get me warmed up in the mornings. It's procrastination maybe, but it is still on related characters for my comic.

This should help me draw the werewolf better when I get to that point in the story.

Blender internal render and vertex painted dynamic topology sculpt in blender.

I did this fairly quickly, and actually as an after thought did threw some fur on it. I am surprised with the result from just throwing particle settings together.

Blender just gets better and better.

Now I am thinking I'd like to start from scratch and make a good base with a body that I could rig and animate later.

Monday, July 30, 2012

Animation Reel from Puff, the Magic Dragon

Because I've always meant to, I will be putting up more work from previous employers and other personal projects I've worked on in the past.

I felt that I needed to better show that I am capable of animating. Although it is something that I will be endeavouring to improve on over the course of my career.  Which means I will eventually make that short film with Lampy and his story, and hopefully improve my skills greatly during that time.  Or maybe I'll land a contract soon that will help me put the skills to better use and hone them there.  Where ever that ends up being.

For now though, I am posting the animations I created for the Sterling app Puff, the Magic Dragon, while I worked at Padworx Studios.

While I worked at Padworx, my title was Senior Artist, which meant I was a lot of things.  But my primary tasks were focused on 3d work, and that included everything that makes 3d happen. Modeling, uv's and texturing, rigging and animating, storyboards, environments and more.

This video shows some of the animated scenes - basic viewport captures - of the work that I did on this app. I did all the rigging, and I was the lead animator on the project. Which meant that I animated a large number of the scenes by myself, while giving direction on others. Later though, when everyone was pulled away to work on other apps, I had to fine tune and finish all the scenes.

I tried to finesse everything as much as possible within the small time frame we had been given.

Mostly, I am happy with the way it all turned out.

The limitations imposed by mobile devices on the number of bones that can be assigned to vertices, and the small number of polygons allowed per scene made it somewhat difficult, but fortunately blender is very forgiving and allowed me to edit meshes without losing skinning data.

The work was entirely done in blender. Even much of the texturing work - which I didn't include here - was done in blender too.


Friday, July 27, 2012

Tourism Australia - There's Nothing Like Australia

Padworx Studios contracted me to create the intro video for the app they were building for Tourism Australia, which has recently been released. There's Nothing Like Australia App

I was pretty happy with how my work turned out and thought I would share it here.

It was rendered and composited in Blender, using a mix of both the internal renderer and the already amazing Cycles render engine being developed by the foundation.


Obviously, it was a pretty easy thing to rig, but I found that animating paper in 3d can be a tad more trying than flipping pages in the real world.

I'm glad I wasn't required to animate 100 pages. I think I would have developed a neuroses.

Tuesday, March 27, 2012

Break time - Sculpting Digital Clay

So I've recently felt that I needed to give the comic some time to simmer.

If you fool with something too long - as I am wont to do - you can seriously mess twist and warp a good idea into a bad one.

When working on personal projects I have this nasty habit of over tweaking ridiculous details that bring nothing to the table to improve the work in front of me. Later, when I am starting to get pressed for time, I rush things and find myself disappointed with the end result.

I do not intend to do the same thing with any of my projects in the future. I will take the time - sure -  to do it right. But, from now on, I will write things down, make well laid plans and ensure that the end product is hopefully good to someone else other than me.

So anyways, I have been fooling with Sculpting in Blender again. In the future, I will be getting into a few animated projects that I think will have quite a few models and objects that make use of sculpting.  So I plan on using some of my time every once and I while to dedicate to focusing on a few areas in 3D that need practise. Maybe even fool with some film here and there.


Proportionately, these heads aren't very accurate - no reference was used - and they could use some even finer details, which I might add later. Never mind the ears, I almost ignored doing them, focusing instead on the faces.  Mainly, these quick sculpts are meant to make me more familiar with all the sculpt tools  that are now available in Blender.


Currently I am only skimming the surface of the tools, making use of the default settings mainly, but eventually I hope that I have a formula that works well with me that I can use effectively to create great looking models.

In the last few releases, Blender has really improved in the areas of sculpting. Some great features have been added in to the program, and some others just down the pipeline. With Google Summer of Code soon to start it will be interesting to see what else gets added to an already fantastic program.

Thursday, April 14, 2011

Even More

This is an image dump of 3d work that I've created for personal projects over the last little while.





Saturday, January 15, 2011

Background Painting

This is a fairly quick background painting, for my toony short. The buildings are almost placeholder because I may want more details as I zoom in.



I'm trying to figure out what process I'll be going through in order to complete my short. I am also trying to figure out how I will be working on things in the future. It looks as though a good mix of 3d and 2d is a great way to work on things when you work alone.