Here be the first animated animatic! Marvel, comment and critique!!
Crosshares Previs 14th September.
And here's a newer one with better shots, nicer animation and better cutting. Albeit, no soundtrack...
Crosshares 15th September.
Showing posts with label animation. Show all posts
Showing posts with label animation. Show all posts
Tuesday, September 14, 2010
Deglossed around the edges
Here's a new version: better reflections, slightly dodgy AE comp instead of Shake... Animation isn't quite as embarrassing this time...
Refined rendertest...
Shadows need to be tweaked to an agreed level. This is much less on the stylized purple, more to a darker blue.
Bugger'd hand and dodgy textures fixed too. Reflection now only on the outer gloss at about 0.2 reflectivity. Shiny.

H264 compression washes out the colour something fierce.
Refined rendertest...
Shadows need to be tweaked to an agreed level. This is much less on the stylized purple, more to a darker blue.
Bugger'd hand and dodgy textures fixed too. Reflection now only on the outer gloss at about 0.2 reflectivity. Shiny.

H264 compression washes out the colour something fierce.
Tags:
animation,
blue,
compositing,
environment,
experiment,
render,
soldier,
texture
Thursday, September 9, 2010
Rendertests engaged...
Prepare to be marginally amazed:
Shot 32 rendertest.
Whatcha think?
This render took about an hour and a half for 130 frames, split into:
1 background beauty pass
1 background amb occlusion pass
1 sky texture a la Brad
130 character beauty pass frames
130 character amb occlusion frames
There's 1 directional light for key (colour white, intensity 1,) fill (80% grey,) rim, shadows (raytraced, 1 degree, 5 depth)... and 1 omni for a little face detail (0.2 intensity, specular on, shadows off).
I don't have any clever naming conventions or path structures yet, but in theory this is gonna work quickly and painlessly. Comp'd in Shake with a bit of blur and distance fog.
W00t!
ALSO!!
Watching this at the proper framerate, I realise this particular animation sucks some serious testicles. I'll be redoing a lot of animation and religiously playblasting - just to get it absolutely perfect.
And Neil, check out his wrist. We'll need to repaint those weights a little, I know Orange has something with his finger too...
Shot 32 rendertest.
Whatcha think?
This render took about an hour and a half for 130 frames, split into:
1 background beauty pass
1 background amb occlusion pass
1 sky texture a la Brad
130 character beauty pass frames
130 character amb occlusion frames
There's 1 directional light for key (colour white, intensity 1,) fill (80% grey,) rim, shadows (raytraced, 1 degree, 5 depth)... and 1 omni for a little face detail (0.2 intensity, specular on, shadows off).
I don't have any clever naming conventions or path structures yet, but in theory this is gonna work quickly and painlessly. Comp'd in Shake with a bit of blur and distance fog.
W00t!
ALSO!!
Watching this at the proper framerate, I realise this particular animation sucks some serious testicles. I'll be redoing a lot of animation and religiously playblasting - just to get it absolutely perfect.
And Neil, check out his wrist. We'll need to repaint those weights a little, I know Orange has something with his finger too...
Tags:
animation,
blue,
compositing,
environment,
experiment,
render,
rigging,
sfx
Monday, August 23, 2010
Thursday, August 19, 2010
Explosms evrywarr
More explosions n stuffs. A few layers of smoke, kinda stylised looking. Massive render time, so we'll use this as a billboard, or just add it purely in post.
Thursday, August 12, 2010
Explosmnimation.
Like I said earlier, I now have Maya.
To celebrate, here's an explosion.
Whatcha think?
To celebrate, here's an explosion.
Whatcha think?
Friday, July 23, 2010
Thursday, July 1, 2010
Thursday, June 24, 2010
Same noise, pretty texture
Same clip as before, except this time he's textured and moves his hands a little. Texture is still only rough, but it gives a better idea than just a flat orange.
Rendered with a single Maya software pass and a single directional light with a 2 degree angle for raytraced shadows, depth 5.
Enjoy!
Rendered with a single Maya software pass and a single directional light with a 2 degree angle for raytraced shadows, depth 5.
Enjoy!
Legging it
Modeled, rigged, textured and animated in 2 days. Given, it still needs to be tweaked and fixed, but not a bad effort I thought.
Yes, there are still some dodgy paint weights. Yes, there's a seam along the inside of his pants. Work in progress...
Tuesday, June 22, 2010
It's not supposed to make that noise...

I've done some fixing of the orange rig. You don't realise how broken something may or may not be until you start using it. Good thing I did too, I didn't want to come across these problems later down the track...
So Orange is fixed, and I did an animation from the 11 second club with him today. From the new Dr. Who methinks...
Whatcha think?
Friday, April 9, 2010
Au Francé
Here's a making of video of the first ever 3D TV series Insektors. Old classic.
Take note of the primitive technology, but really good animation principle. It's pretty broken, but cool non the less.
Take note of the primitive technology, but really good animation principle. It's pretty broken, but cool non the less.
Monday, March 22, 2010
Monkeh.
More reference, this time mainly for animation style. I really like the pace and weight of the characters in this animation. Particularly the monkey. Looks freakin' amazing if you ask me.
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