Saturday, June 28, 2014

40 min run cycle

I tried to limit myself to 40 min on this animation. I thought it would be time- efficient to just rip off the run cycle out of Richard Williams' book, but I ended up deviating a bit.

Monday, June 23, 2014

rough walk cycle

I'm going to make an effort to improve my 3d animation skills. I downloaded Proletariat's Zombination rig to practice. This anim took maybe two hours, cause thats how much time I had.
do gifs work on blogger? I hope so..


Monday, June 16, 2014

some dudes

I made a picture. Trying to push more simplified, stylized forms. I caught myself not practicing as hard as I should, so in the near future, Im going to budump-bump it up.

Saturday, February 22, 2014

Caricatures

I did these at work, using mostly photoshop tricks. Tonnes of fun!



Wednesday, January 29, 2014

Bazt, a Goblin Pirate


I made a goblin pirate guy. Took longer than it should have, but I'm geeenerally happy with the end result. this was another project where I ended up learning alot, but couldn't apply what I had learned to the project without starting from scratch. I'm looking forward to the next one!
you can see a full turnaround and texture breakdown on my Portfolio Site

Saturday, August 31, 2013

Some 3d Stuff

Just thought I'd drop off some wip shots of unfinished projects:



vray bathroom blockout


Because this texture is still in its infancy, I've concentated on the bigger blotches. the b+w image is eyelashes


update! playing with vray materials, and added some tweaks:

Wednesday, May 15, 2013

Pneumochill- Final film and Post-mortem

Finished! For about a month now. Finally got around to posting here:
here are some sheets I made a while back, showing reference, concept art, textures and models:


and finally, some closeups of background characters i made. they're all painted, and some are animated either by hand (like the lady who turns around or the walking man) or by cheap after-effects stuff:

All in all, this project was massively fun. My only regret is that I cut the whole fight scene, and if I had known that I would have done that from the beginning, I could have optimised the rest of my workflow better (I ended up modeling and rigging all sorts of extra stuff, like trains and breakable fences and such)