Thursday, April 28, 2011

destro's done

those artifacts are still there....
(this is an animation class, not a textures class, right?)
otherwise, i'm pretty happy with this.

Tuesday, April 26, 2011

destro's almost there

i'm uploading this directly to blogger, since vimeo's been lagging and losing my sync (which is kind of the whole point of this....) hopefully this will help directly.

in other news, any thoughts on how to get rid of those popping artifacts?

Monday, April 25, 2011

almost there...

my main bother is all of those tiny popping artifacts.....
anyone have any suggestions?

destro's almost there from -->jeff * on Vimeo.


last time i posted this, vimeo lost the sync. so we'll try it again.
...and i still think it's off....

Tuesday, April 19, 2011

Monday, April 11, 2011

puppet animation


this is a very rough run through, just pounding out the main movements of the mouth over the course of the dialogue. from here i will start hammering out basic shapes and then refining from there.
plus, it was a test to make sure i could sync the audio and get it all into a movie file together.

Tuesday, April 5, 2011

vocal track

no video, just the audio track.

i will deepen it and add a metallic resonance to it.

Tuesday, March 29, 2011

any last words?

"what do you mean, 'rust in peace'?"

"magnets: how do they work?"

"no, i don't think that saw can cut through metal."


Tuesday, March 22, 2011

destro 0.6

i chose to model destro, the arms dealer from g.i. joe.  i knew he had a metal face, which looked really cool.  research on wikipedia revealed that this was a metal mask that he wore.  so he's human underneath it.

modeling a fictionalized character is a two-edged sword: there's no official look for him, so it was difficult (impossible) to find a standardized model.  but that also means that i had some artistic license in how my model would look.

i found a variety of references:




these last two actually became my goal.  it's a seriously awesome looking mask (for nerds who really want to have their own, although it was never produced due to low pre-order numbers) that both looks human-ish but also definitely steel.



ultimately, this is what i want my model to look like.

i'm not there yet....






Tuesday, March 8, 2011

i heart lighting

it's still strange getting used to lighting in the computer.  i know the possibilities are limitless, but i'm still feeling restrained by the rules of 1s and 0s.
someday, i will command them as the gods command the waves of the sea!

in related news, i have no real clue why my shadows weren't completely black....
the godfather
marlene deitrich (a shame he has no nose...) 

the evening news
frankenstein
 
45 and 45




90 to the side
shoot the shadow side
nice interview lighting
kind of blah
side profile
light on the opposite side

lighting on background only



Tuesday, February 15, 2011

the many faces of tom riddle

i decided to give voldemort a few expressions that he doesn't make in public very often (modeled off of my own goofy faces that i make in the mirror or when talking to friends on a regular basis.)

neutral



frowny voldemort







looking quizzical






watch him move!

Tuesday, February 8, 2011

voldemort: where's my nose?

reference pictures:


and what i made:

hard shading:



and smooth shaded:



i think harry's going to kill this guy.

Monday, January 31, 2011

antonius block

for our first assignment, we are to make a face using only primitive shapes: circles, squares, and the lot.  we can squash and stretch them but no getting funky with the verts.  extrusions are definitely out.

i decided to use max von sydow's character from the seventh seal.

since his face is naturally very angular, i attempted to do it using only manipulated cubes; no circles except for the eyes.  it didn't hurt that the character's name is antonius bloch.

i'm not sure how successful the experiment was.

front

three-quarter

side
looking at it now, he kind of looks like sloth from the goonies....

if i were to animate this guy for a sort of "bergman meets dire straits" video twist, the paremetrics would be as follows:
  • eyelids open to close
  • eyebrows raise and lower
  • lips raise and lower for speech
  • perhaps giving movement to his lower jaw for speech

this has me wondering, now: with such an abstract character, would more controls (jaw movement, cheek muscles, etc.) make it look more bizarre in a sort of reverse uncanny valley effect?