Monday 28 March 2011

AD108 End of week 2 report...

Well, this creating a head business takes some time. It's coming along OK though, I'm in the middle of working on the hair now then the inside of the mouth. This isn't the texture I'll be using but I quite like sculpting it out of stone...

Monday 21 March 2011

3D Character modeling update

I'm pretty chuffed with todays results, so chuffed in fact that I'm going to post todays progress on here. I think I've managed to create a reasonably cool looking hand, will certainly do for what I need it to do, which isn't much really and I could have got by with a far simpler hand but there would be no technical challenge involved in that.

What I also found pretty cool is that if you simplify the nurbs right down to their basic levels then you get to see the model pretty much as I modeled it, it's actually quite a nice style in its self...

Anyway, I've begun the daunting task of modeling the head, It's taken a while to get started and I wasn't too sure whether to continue modeling using the box construction technique but have decided to build it up polygon by polygon instead. Once the initial template was traced things have started to speed up, it's quite enjoyable seeing the chin and nose slowly evolve into existence...

Some 3D Character research that I quite like...

Last week we were shown a few animations, there is one in particular that I have seen before which I quite admire in so much as the style of the artwork produced. Although the animation is very much in generated in 3D the visual illustrative style looks hand painted. If you freeze the animation at any point you will be viewing what appears to be an individually painted scene. I love it.


Another animation I really like for the style and technique is Codehunters, not necessarily for the story, but the use of light and texture creates a really dramatic effect along with a kind of hand drawn outline style used with almost super real/unreal textures. Strange stuff.


And in a very different way I love the stylisation of this crazy animation by David OReilly call Wolf 2106, The style of the scenery is very graphic, stylised and simple, I'm wondering whether to combine by 3D character into something similar.

Sunday 20 March 2011

Wallace & Gromit come to Newcastle 16th April - 30th Oct

Whether you like them or not it probably makes sense to check these pair out when it comes to the Life Science Centre next month...



Roald Dahl's Twisted Tales...

Yesterday evening I went to see the live stage performance of Roald Dahl's Twisted Tales at the Northern Stage.
It's on until 26th March if you are interested.

Now, it's obviously not directly linked to animation and I'm not going to sit here and give it a review, but it did involve two relevant ingredients:
1. It consisted of 5 short stories.
2. The stories were told in very bare surroundings with very few props.

The performance was good and some of the short stories were less predictable, grueling, nasty or interesting than others, but the key point from the evening is that if a story is clever enough or gripping enough or unpredictable enough then no amount of trimmings or detail can make it any better. I you have a sound story then yes I believe it can be embellished upon, and the overall style in which it is presented can then become just as important or iconic as the story itself.

If you fancy a short (it's only about 80 minutes long) and relatively bizarre night out then I'd recommend it, but don't go expecting James and the Giant Peach. (Especially the scene where one guy bets his little finger being chopped off for a chance to win another guys Cadillac).

Ever felt the need for someone to warm your toilet seat for you?

No they're not singing, they're about to chop off a finger for a bet.

Friday 18 March 2011

My 3D character model so far..

I thought I'd show where I am at with the creation of my 3D character in Cinema 4D.

It too a while to get re-familiarised with the software and so the foot took a while to create but became a way of learning the processes needed to box model my character. I've worked my way up the leg, using the symmetry tool to create the other. As I got to the torso I was torn as to whether create it from a sphere or to continue with the symmetry, the symmetry technique won in the end and the whole process is speeding up as I get used to the tools and techniques.


 The character does look a little like a pregnant women but you need to remember an old man's head will be poking out from the from of the chest and the whole figure will be hunched over when rigged.



Wednesday 16 March 2011

It just dawned on me...

Not exactly a new animation for Coke but it just occurred to me..
How did the guy get the cap off the bottle at the end? Coke is dispensed with a screw top not a cap, otherwise everyone would need to carry around a bottle opener!


Monday 14 March 2011

I found this today...

Attack of the BearDuck

This caught my attention today with regards to the style of characters and the overall look and technique used in the animation. It has a strange 3/4 view 2D 3D style, i love the way the characters move and stretch as they bounce around. Not to mention it's just plain weird.

It's part of a nice overall concept where a series of artists are supposidly continuing a story or theme from where the previous animator left off. This is producing a unique selection of styles and techniques for one narrative (no matter how tenuous that narrative is becoming as it evolves).

Animation Tag Attack - Episode 11 - The Attack of the BearDuck from Animation Tag Attack on Vimeo.

I love the feel of this stuff too, it's not 3D character based but I like the fact that characters have been constructed differently from odd shapes to tell a story, the style and feel and sound is also great...



Celine and Yann do a few other nice looking animations, check them out.

CatShitOne

We've all just watched a bit of CatShitOne.

I haven't found a direct link to the whole episode but here's a trailer:


It's pretty bizarre, cuddly fluffy bunnies with big furry feet running around blasting the brains out of camel-like baddies. It has the over all feel of computer game COD style graphics but with the weird twist of the characters. It's interesting that I think intrigue in the animation solely stems from the conflicting elements of the characters and situation. Bunnies should be in a field eating carrots not in the Middle East firing guns.

The bits that I fixated on more than anything were the way the big feet worked on the characters and the twitching bunny tails. I know from my first animated loop with the clown and the big shoes just how odd it is to animate a character walking with big feet.

Thursday 3 March 2011