Class 1 is done! In the last three months I feel like I have learned a lot, yet still I feel there is so much more to learn. At leat for now, I have a good understanding of the principles of animation, now I have to put them to use. As our last assignment we had to put together a progress reel of all our shots and character poses. My mentor Rich Fournier, an awesome animator from Blue Sky, gave us all really good feedback on how to improve our work.
Saturday, December 18, 2010
Thursday, November 25, 2010
First Animation
So it humbles me to be animating a bouncing ball, but if we're going to do this right you gotta go back to the foundations of animation and learn them until they're seared in your mind like an old wound.
Friday, October 1, 2010
Animation Mentor!
Yes, its true I have been accepted into the Animation Mentor program. My mentor for Class 1 Basic Foundation is Richard Fournier who is currently working at Blue Sky, and animating "Rio".
That path that lead me to AM was a long one which I intend to blog in my next post, but since I'm back on track I needed to dust off the blog first!
That path that lead me to AM was a long one which I intend to blog in my next post, but since I'm back on track I needed to dust off the blog first!
Monday, October 5, 2009
Sketchbook and Update
So, I've been a bad blogger-ignoring my blog and not sharing. What is going on? Well I've been cooking a few things up. First, I've finished up a good series of next-gen character modeling videos. That was the easy part, now I have to apply all this knowledge and present it in a new portfolio, so that's keeping me busy. Also, I started drafting a concept document for a game that will coincide with the short film I mentioned many blog entries ago. But since so much of this work is in the draft stage, I thought I would share some sketches from the big book o' drawings.
Also, I decided to update my two original characters with the next-gen techniques I learned so here is a glance at how they changed. The models have better animation deformation and some better fitting armor.
Also, I decided to update my two original characters with the next-gen techniques I learned so here is a glance at how they changed. The models have better animation deformation and some better fitting armor.
Some other good news, the OC IGDA chapter is restarting and it's looking very good. Anybody who has been following this group knows that it was quiet for awhile, but things are shaping up to make this group a real stand out chapter.
Friday, May 8, 2009
Website!
Oops! I see that it is already May and I forgot to update my blog last month, which goes against my personal promise to update this page at least once a month, Doh! Well, that can't be helped now, but I do have good news, I made a website. Finally!
Before I studied animation at Cal State Fullerton I studied web design at Fullerton College, so I was able to put together my own website. I guess all that class time didn't go to waste. So here is a peak at the home page, if you like this blog and want to see more go to http://www.hybridcreator.com/
Before I studied animation at Cal State Fullerton I studied web design at Fullerton College, so I was able to put together my own website. I guess all that class time didn't go to waste. So here is a peak at the home page, if you like this blog and want to see more go to http://www.hybridcreator.com/
Tuesday, March 31, 2009
Civil War Zombie
Hey all, here's another piece from my modeling internship at Dream Machine. This time it's the civil war zombie, I don't know if he really had a name other than that.
As you might see, this is a low poly model-the budget was 1500 and I made it under with 1492 polys. It was quite fun to see what I could do with such a limited amount of polygons, if you haven't tried it I would suggest it. It really makes you think about where you are going to use your polygons in order to get the best silhouette and deformation.
As you might see, this is a low poly model-the budget was 1500 and I made it under with 1492 polys. It was quite fun to see what I could do with such a limited amount of polygons, if you haven't tried it I would suggest it. It really makes you think about where you are going to use your polygons in order to get the best silhouette and deformation.Friday, February 20, 2009
Mummy Dearest!
Some time ago while I was interning with Dream Machine Studios, I was tasked with modeling the head (just the head) of a character named Mummy Dearest. A couple weeks ago, Scott asked me if I could model her body as well. I had a low poly version to work from so the base work had already been done but it needed more refinement if it was going to be used in a cinematic. So her she is...from the depths of her tomb...Mummy Dearest!

Besides refining the body, I added the arms, and loose wrappings around both the body and head. Modeled with Maya '08. Good Times.
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