Showing posts with label Wolves Within. Show all posts
Showing posts with label Wolves Within. Show all posts

14 Jun 2012

The Wolves Within Character Presentation for New Designers

With this video for the Wolves presentation I believe my preperation for New Designers show is over.


7 Jun 2012

The Art of The Wolves Within Characters

Recently I have revisited the document for Wolves characters and am posting here a test template before going to order printed copies. I hope the new cover works, also the content itself.. I'm publishing the work I've done solely on characters in ‘The Wolves Within’ Project.
Rereading it lead to correcting some errors in the text. Hope you'll find it neat and engaging

23 May 2012

Character Demoreel 2012

This demoreel focuses only on design, modeling and texturing sides of character pipeline. Animation specific reel will come later.


19 Jan 2012

The Wolves Within Production Video

Final touches to our project. From Concept to completed shots, this video covers steps our group was taking to develop The Wolves Within animation


6 Jan 2012

WW Video Compilation and Soundtrack Update

This video shows the update of both, the soundtrack done by Dave Keefe and of animated scenes I have worked on lately. Hopefully we’ll be able to discuss if all of them are working and what should be changed, when we meet on Monday.


22 Dec 2011

Evil Wolf's 3D Concept

the same routine follows again: I bring  3d render of evil wolf and a maquet environment to photoshop and play with things there to make some nice visual representation. Hopefully the "infinite" space is clearly drawn where  his "steam" goes.


 The Progress :


 I have developed the environment  in relatively good detail, but then had to take it back to bring up some theatrical lighting. Possibly these concepts can serve for our animation lighting ideas.


And that would be it from my side :] Time for some proper Christmas holidays :] Family finaly comes at my totaly empty student halls :D
Wish you merry Christmas! :]

21 Dec 2011

Good Wolf's 3D Concept

I have read a while ago about this new approach artists are using for creating beautiful .. 3D Concepts. It involves making anything from making a quick 3D maquet to resolved 3d models and bringing them later to photoshop to push the visual idea there. This is my first attempt, the 3D concept of Good wolf.


I was trying to blend the the character in the scene seamlessly. I also used a more dynamic angle, so it made the task more interesting. Perhaps there is some conflict between the very defined 3D model of the wolf and very stylistic and relatively loose environment.


I’m hoping to do something similar for the Evil Wolf as well and then finally my family will arrive and it will be time for Christmas :]

20 Dec 2011

WW Character Presentation Video

Here is compiled character presentation. I chose to show characters in contrast to each other: how obviously different they are in modeling , texturing approaches, and how the time-lapsed animations also embody that difference. To solve some funny perception issues (they looked like about to sniff each other) I have posed the characters slightly differently and increased the distance between them, Hopefully that does it. As for soundtrack, I Used Dave Keefe's earlier soundscape tests.







16 Dec 2011

Wolves Sliding Jump Animation

Sliding jump animations for both of the wolves have reached a decent stage. With these animations I was trying to emphasize the gracefulness and lightness of the good wolf. He jumps high in the air and lands dynamically. For the evil wolf I was emphasizing his heavy mass and an ice-like materiality. Therefore, as he lands down, there is a notable sliding and anticipatory crouching.



15 Dec 2011

Wolves Character Turnaround Development

While working on project's animation, character turnaround development is taking place. I have an idea to present each wolf seperately covering its topology, scultpural form and texturing. I have not decided yet if each character should be presented posed only or animated ( for example if animated, they would be on a slow motion run cycle).

At the end of character presentation I'd have both of them in full colour posed together to show the contrast between the two designs.


14 Dec 2011

WW Updated Soundtrack Test

Here is the video to show how the soundtrack was changed. We asked our composer Dave Keefe to add more beat for the build up till the very end of the soundtrack. He came back with 3 minutes long of soundtrack, and this was edited and combined with the original version.
Feedback very Welcome, as I am to pass a word to him if this is what we needed or if there should be some other changes.
Mind, that I’m using relatively old animatic without updated scenes from pre-viz.

Landing and Sliding Jump animation

Lately I’m working on Good wolfs landing and sliding jump animations. These are examples of first pass animation, which later will be further defined and adjusted to the scenes.

There were no longer any reference images from Muybridge, therefore I have looked for some videos on youtube and print-screened some key frames to inform my animating.







I am aware that the sliding jump animation seems to rely on translate keyframing, meaning the body seems stiff. I'll revisit this one after some time off, as I found it is worth animating back again with a fresh eye.

12 Dec 2011

Trotting and Jumping Quadruped Animation

Here is another video of refined evil wolf run cycle. I've referenced oxes this time too so to add the heavyness in the run cycle. Also, for the good wolf I'm working on jump and flying animation

8 Dec 2011

Wolves Run Cycle Animation

The animated sequence presents both wolves trotting. I’ve laid out the base animation which will be pulled for scenes. The second pass of animation will be done once they are put within the environment and the particular situation. The key achievement in these sequences are the proper use of the animation handles so there is no twitching anymore. Also and again, Muybridge’s photo sequence of dog run cycles were invaluable reference source.

7 Dec 2011

Wolwes Within Title Opening Sequence

To change the routine of learning quadruped animation I've worked on the title opening sequence. Quite simply , using after effects, I tried to make a nice introduction of the title. Having in mind the animation is talking about intricacies of our mind/soul I tried to build relatively surreal and dreamy feel to the sequence. I suppose,and again, having the title quit early on will be usefull for other videos such as character turnarounds ect.



revisited title :


5 Dec 2011

Good Wolf's Walkcycle Test 1

This is today's first attempt in animating the basic quadruped walk cycle. It is not stylized to suit the character type, I focused on basics first.. .which actually were/are quite hard to get . I have followed Williams' Animator's Survival Kit.



7 hours of animating and I have a pain filled walkcycle. At the moment it looks like the wolf is walking rather in pain. :D But it really helps as a starting point to spot the problems and areas of focus. All in all, this 1 minute long animation is a luxury to focus on quality instead of the quantity, which was the case in 4 minute long Ivan the Bird animation. I find that after this exercise I’m in a much better position for the future attempts. For example, there is way too much action in the upper spine (neck area). Also, there are some problems, which I guess are coming from the rig: legs twitch at times.

Also, as I was animating other problems became evident and I attempted to fix them, such as skinning problems, or shape deformations in legs particularly ( I now have created an overall blend shape sitting on top of all the other ones, so that geometry could be easily altered from scene to scene if needed )

So… 6 seconds of arguably crappy animation, but it doesn’t feel like a loss today. And hopefully during this week's time there will be those better animations.

3 Dec 2011

Researching Quadruped Animation

The project is stepping into other stages of animating. A challenge of animating quadrupeds asks for some better research into approaches and techniques. To start with I have looked at real life references. BBC Motion gallery  and Frame Pool websites offer a great deal of sources.



For instance there is a variety of videos of wolves and dogs in differing  situations. Time lapsed videos and those X rayed ones were the most informative. 






At 11 second club , a website for animators, the topics of how to animate quadrupeds directed quickly to Edward Muybridge’s Books. The animators have discussed the images are as useful as giving 70 percent of the entire animation. Therefore this will too be the key source for animating the wolves.




Another hugely useful thing to do was to read about the general breakdown of dog’s move. Apparently, there are mainly 5 types of movement dogs/wolves do:
Diagonal walking – diagonal legs move simultaneously at the same direction
Pacing  - legs on the same side of the body  move at the same time and direction, there is more roling in the body than in trotting
Trotting - (inbetween walk and sprinting) legs move in diagonal pairs, leghtening the distance of coverage , but not  in simultaneous order , so that one of the  feet is  on the ground

Sprinting – ordinary run

Galloping – moving in a series of leaps , front legs then back legs hit the ground , barely touching the ground. (looks like flying).

The animation will be aiming to build a believable yet stylized animation, so I also looked at some existing animations of quadrupeds. Most interesting seemd to be   Andreas Deja, animator of The Lion King’s  Mufasa character take.

 

 In his opinion building animation of animals one has to suggest real animal qualities but in humanized shape (with expressions and body language, behaviour). Also, there are no hands which help to express a great deal of ideas, therefore the concentration goes onto the overall pose attitude, angles of head, face. 
Some other references are films which showcase some wolves animation, such as The Secret of Kells (2009), Princess Mononoke (1997), The Lion King (1994).

So far this was the initial research before going to animating the characters.

30 Nov 2011

Good Wolf's Resolution


The good wolf’s texturing was challenging in so, that all of his beauty comes from the painted surface texture ( whereas the evil wolf was already quite “textured” with loads of varying shapes) It took a fair while to solve it. Soft painterly shading gradually reaches a defined patterns around the front area.


Again, for his texture resolution I used the standard colour pass and added ambient occlusion bake and bump passes. A note for bump: I tried to reach a snow qualities of his fur. A simple noise worked rather nicely. I believe now the texture doesn’t look like pottery painting.


Also, last time I haven't showcased the evil wolf's texture layout:



28 Nov 2011

Evil Wolf's Texturing

Much like for the doll's texturing I've used mental ray shaders, colour pass and ambient occlusion bake-in. The Bump map was applied only for the face (Nose and around the eyes) oppositely to the initial idea to make it scratchy and worn. I've figured that a deity type of character perhaps wouldn't be physically "damaged" as it is more of a spiritual embodiment.