Monday, 13 May 2013
Tuesday, 30 April 2013
Monday, 29 April 2013
Artifacts/Artefacts
Artifact 1: Drawing and design a huge part of Tex Avery's process.
Artifact 2: Modelling the Characters to fit the scene correctly. Technicallly needed to be able to accomplish effects created in 2d design. Ensure complete control over texture and base model before rigging.
Artifact 3: The rigging process. Using Anzovin, pushing the limits of the rig using a step by step frame sequence of Avery's Takes. Design and aesthetics are key to this process.
Artifact 4: Story Boarding. Exploring the techniques and favorite styles of Avery's Story Guys, Heck Allen and Mike Maltese. Maltese being one of the greats who's list of works include Wile E Coyote and Road Runner.
Artifact 5: A short animation piece exploring humor in animation and trying to combine the things learnt from previous Artifacts.
Artifact 2: Modelling the Characters to fit the scene correctly. Technicallly needed to be able to accomplish effects created in 2d design. Ensure complete control over texture and base model before rigging.
Artifact 3: The rigging process. Using Anzovin, pushing the limits of the rig using a step by step frame sequence of Avery's Takes. Design and aesthetics are key to this process.
Artifact 4: Story Boarding. Exploring the techniques and favorite styles of Avery's Story Guys, Heck Allen and Mike Maltese. Maltese being one of the greats who's list of works include Wile E Coyote and Road Runner.
Artifact 5: A short animation piece exploring humor in animation and trying to combine the things learnt from previous Artifacts.
Wednesday, 24 April 2013
The more successful
So this is Another of my Artefacts, well I've added the two more successful experiments. What I've learnt is that to replicate a take using a 3D model takes a lot of control, and is all about camera angles. A lot of the time spent on this Experiment was going back, re-rigging and adding more extreme Blendshapes, but ultimately I feel it still wasn't enough. Proof is in those experiments that failed as the rig found it almost impossible to contort itself in such away, even with a rig as simple and flexible as the Anzovin Rig. I will be adding another experiment to this list, one where the limbs are more stretched and exaggerated, rather than the face and eyes. That's it, the face, eyes and tongue were the things that needed the most work as that is where the life come from.
See something like the Take above is near on impossible to accomplish without using almost a completely new character, this is literally just down to the facial side of things, the rig is able to be manipulated like that. Yet the face, mainly the jaw becomes twisted and gnarled due to the bend and lack of neck. I will be having another go, pushing the Blend shapes further seeing if that will help.
This is from the Take I'm currently tweaking at the minute before uploading. It is one of the easier of Avery's Take to replicate due to is mainly being about stretching the limbs and body, although again the jaw is proving to be a bit more difficult.
Drawings can hide a multitude of sins, 3D cannot.
Thursday, 11 April 2013
Walt Peregoy
"Producers want to be the one, and the art directors want to be the one. If any of you here are artists, assert yourself. I mean it…assert yourself. So tell those bastards to get off the pot…Each and every one of you have talent that you don’t even admit to, but take it in your own hands and run with it…Because who you are—your talent—is the most important thing in this world" -Walt Peregoy



