Sunday, August 29, 2010
Saturday, August 28, 2010
Friday, August 27, 2010
Facial blend shapes
Help! I need a alternate way to craft facial expressions! I cannot use blend shapes it seems, as My characters are already skinned, rigged and weighted. Let this be a lesson to all you noob animators out there.
Make your facial blend shapes BEFORE you rig your character! Now I'm either completely fucked, or I'll have to use whole body blend shapes. So it's either character animation without facial expressions, OR facial expressions without body movement.
Wednesday, August 25, 2010
Interior Shack, Sheppard thinks...
First pass, a bit floaty. Made the mistake of smoothing and relaxing the facial mesh, now I get horrible deformities whenever the Sheppard moves his head. I've tried masking the problem by using the Sheppard's hands to hide his horribly deformed face, as well as reduce head movements. Also thought about lighting the scene very dimly to hide any unsightly features, but so many 'short cuts' are making the scene close to unworkable, so I'll probably have to do it again.
Seems like every teacher I've had will constantly goad me to re-do things. If a character is slightly off, remodel it. Rig has some restrictions? re-rig. Not quite sure if they know the dead line, but i do.
Tis the trouble with working around perfectionists, but you cannot blame them, as their knowledge is something we must feed upon.
This is first pass. I may as well call this an advanced character block. SIGH
Saturday, August 21, 2010
Thursday, August 19, 2010
Wednesday, August 18, 2010
ZOMG
Well time is running out, and there are still mountains of work ahead of me. I'm trying to source as many people as I can to help me out with the project.
Talking to editors, publicists, producers, voice actors, sound engineers, Foley artists, animators, technical directors, teachers and fellow students.
trying to pool every resource I can get my hands on.
But still, that urge to squeeze in more story is nagging away at me, late at night, whispering.
I've made a rough edit of the duration of the clip, which is looking dangerously long at the moment. The quality is piss poor, but i needed to nut it out so I can give my muso friends the vibe I'm after.
I wanted to squeeze in more gags to break up the tension, I wanted to build the tension into a climax but at the moment it's looking like an all out tragedy.
Talking to editors, publicists, producers, voice actors, sound engineers, Foley artists, animators, technical directors, teachers and fellow students.
trying to pool every resource I can get my hands on.
But still, that urge to squeeze in more story is nagging away at me, late at night, whispering.
I've made a rough edit of the duration of the clip, which is looking dangerously long at the moment. The quality is piss poor, but i needed to nut it out so I can give my muso friends the vibe I'm after.
I wanted to squeeze in more gags to break up the tension, I wanted to build the tension into a climax but at the moment it's looking like an all out tragedy.
Sunday, August 15, 2010
Few and far between
This hideous rendition made the Monster's blindness quite obvious and extreme, with festering wounds around his eye sockets. I decided to go for a more cartoony approach concerning his design, as this 'wounded sheepeater' might be a tad too scary for the wee little children, or the sensitive eyes of judges when selecting which films to place into festivals.
Early 3d concept art
Digital Art
Wednesday, August 11, 2010
Day to Night
Within a short film, showing that time has passed requires a degree of cleverness. A change of clothes, sudden growth of facial hair, or simply a clock. I chose a day night transition, as I think the sight is aesthetically pleasing to the human eye. The blending of colors in the sky, and the change of lighting upon the earth is fundamentally... nice. Requires a lot of work, so like a true animator I hand balled the bulk of the task to Jay C. James, a freelance artist with a love for nangs.
Sunday, August 8, 2010
Buisness card side project
Saturday, August 7, 2010
Press Kit write up
Religious undertones are often found in Marcus’ work, where in concepts found in biblical scriptures are played upon, never specifically stated, but hinted at. “I never saw the bible as being concrete dogma, but rather a collection of books which simply dealt with every facet of human existence, from shagging your first lover, to being depressed.”
Marcus’ characters are usually crafted out of opposing forces. The Sheppard must be both tender and strong. He must utilize traits central to the female, as well as the male. Character’s like reluctant prophets, cowardly fighters, sympathetic monsters, all of these creatures with opposing personality traits fascinated me. They build tension all on their own, because tension and contradiction are inherent within them, breeding obstacles both within the mind and the characters’ world, as well as any other who would dare cross their path.
On a side note, 'starry Sky' has been completed by freelance artist Jay C James.
Friday, August 6, 2010
early concept art
Playblast
Opening scene play blast. Rough character blocking and a few keys. Need to tidy up the timing at a later stage.
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