Dude Guy Dance Guy is complete. I will post the final version of this song and dance + the 5 minutes collaborative piece we have all been working diligently on.
Showing posts with label Character. Show all posts
Showing posts with label Character. Show all posts
Thursday, March 18, 2010
Sunday, March 7, 2010
Animating screen captures
Animating is really starting to come along now. I'm getting better at easing in and easing out, as
well as getting the rhythm of the body movement down.

Here is a small screen shot and render of one of DGDG's poses:)

well as getting the rhythm of the body movement down.

Here is a small screen shot and render of one of DGDG's poses:)

Labels:
2010,
3D,
alien,
animation,
ARTD 471,
Blender,
Character,
Creature,
Dance Animation,
digital art,
dude guy dance guy,
funny,
Keyframes,
Modeling,
Music,
Rigging,
Ryan Mowery
Tuesday, March 2, 2010
March 2nd In class Work
Tuesday, February 23, 2010
a new begining...
Today i accepted a truth i have been avoiding for 2 weeks now. So Motion Capture is not the way for my creature, Dude Guy Dance Guy to go. I've been thinking this for a while now, and it took seeing my peers animations to fully understand that MoCap was not the way to keep moving.
It is sad, since i have spent almost 2 weeks solid weight painting the smallest details on the character, trying to polish the MoCap into a usable device. Then to finally realize it's not going to work is a defeating feeling. But i will push on :)
Not so bad though, i will now understand how rigging a character start to finish works, and I will figure out IK solvers as well. All of these things i just blew past early on in the course because the MoCap was so much more interesting to me, and it didn't require the knowledge of these steps.
I'm still going to render out a small full 6000 frame MoCap animation of DGDG dancing, but it will be on my own time. I am now embarking in a different direction.
I will still also keep learning about MoCap, and posting it to the blog as part of my side project. Perhaps try again when my animation techniques get a little more polished.
NEW IDEA
As the final project the creature people are going to make a Creature Talent show.
Each person gets at least 20 secs of animation for their character.
800x600 @ 24 fps are the specs
Then they will all be put into one giant file. i think after effects will be used to composite the pieces.
I will have a story board up by next thursday of what i want my characters movements to look like.
I still want to Dude Guy Dance Guy to dance.
It is sad, since i have spent almost 2 weeks solid weight painting the smallest details on the character, trying to polish the MoCap into a usable device. Then to finally realize it's not going to work is a defeating feeling. But i will push on :)
Not so bad though, i will now understand how rigging a character start to finish works, and I will figure out IK solvers as well. All of these things i just blew past early on in the course because the MoCap was so much more interesting to me, and it didn't require the knowledge of these steps.
I'm still going to render out a small full 6000 frame MoCap animation of DGDG dancing, but it will be on my own time. I am now embarking in a different direction.
I will still also keep learning about MoCap, and posting it to the blog as part of my side project. Perhaps try again when my animation techniques get a little more polished.
NEW IDEA
As the final project the creature people are going to make a Creature Talent show.
Each person gets at least 20 secs of animation for their character.
800x600 @ 24 fps are the specs
Then they will all be put into one giant file. i think after effects will be used to composite the pieces.
I will have a story board up by next thursday of what i want my characters movements to look like.
I still want to Dude Guy Dance Guy to dance.
Labels:
3D,
ARTD 471,
artist,
Blender,
Character,
Dance Animation,
DGDG,
digital art,
Eugene,
fail,
kreeenz,
mocap,
Modeling,
new direction,
Oregon,
Ryan Mowery,
struggle
Tuesday, February 9, 2010
New Eye
I have been unsatisfied with the eye i previously made, and today i finally took steps to correct this.
This is the new eye
This is the old eye
This is an unwrapped texture vs the just color textures i had before. It some slight tweeking, but i liek this much more, it matches the body texture much better in my opinion. The green is closer to the body, and it has more detail.
This is the new eye

This is the old eye

This is an unwrapped texture vs the just color textures i had before. It some slight tweeking, but i liek this much more, it matches the body texture much better in my opinion. The green is closer to the body, and it has more detail.
Sunday, January 24, 2010
Body Done. Onto Texturing
I'm done with the body. for the most part. I am now starting the texturing process. These textures are just a test run, more an more it looks like i might have to unwrap this guy. All the texture's I'm finding are not what i am looking for.

Blank, no texture, body is done.

Just playing with a skin and chrome texture, added the speakers for fun.

Similar texture to the one above, just playing with the color. I can decide what color to make him.

Blank, no texture, body is done.

Just playing with a skin and chrome texture, added the speakers for fun.

Similar texture to the one above, just playing with the color. I can decide what color to make him.
Tuesday, January 19, 2010
Almost done with mesh


I like the way things are going now. There was an issue with the hands that was corrected today and i started to add the speaker/audio input system.

The speaker on the front isn't as polished as i would like, but i will continue to refine it. i might fix that with texturing/unwrapping.


I plan on finalizing the mirror modifier and erasing half of the mirrored inputs on this guys back.
Thursday, January 14, 2010
Character modeling full force




Tutorials are saving my life at the moment, the body is going well, im having a little trouble with keeping the poly count low, but i think it will work out in the end.
For future use*
16:30
http://montagestudio.org/tutorials-page/modeling-tutorials-page/modeling-a-lowpoly-character/
Labels:
2010,
3D,
ARTD 471,
Blender,
Character,
digital art,
Modeling,
pictures,
process,
Ryan Mowery,
tutorial,
Univeristy of Oregon
Tuesday, January 12, 2010
First step of character
Here is just the head, i don't know how i feel about it, the mouth will def need to change. i like how the glasses are going. I think its looking a little to ninja turtle-ish. That will change once the body is created...

Not having a computer at home is making this process take FOREVER

Not having a computer at home is making this process take FOREVER
Monday, January 11, 2010
character design ideas
I have Narrowed my choices of my 3d characters down to 2...
This is an alien with no mouth, just a speaker in the center of his body. This would be kinda fun because i think conceptually this character is interesting. I would not need to render any clothing, all i would need is a skin texture. At the same time i dont know if this guy would be as fun to create as Fat kid. He has hands, which would be a challenge.

A pudgy obese kid, who wants to be a super hero. Here i would emphasis his big frame and his skinny legs. This character would be fun to draw in a lot of ways, the clothing would pose its own set of issues as well as having this character look
Here are some samples of what i am sort of going for and more can be found here
http://graphicalerts.com/23-awesome-and-inspirational-character-designs/




I have yet to seriously attempt a humaniod character in blender, so either choice will be a challenge.

This is an alien with no mouth, just a speaker in the center of his body. This would be kinda fun because i think conceptually this character is interesting. I would not need to render any clothing, all i would need is a skin texture. At the same time i dont know if this guy would be as fun to create as Fat kid. He has hands, which would be a challenge.

A pudgy obese kid, who wants to be a super hero. Here i would emphasis his big frame and his skinny legs. This character would be fun to draw in a lot of ways, the clothing would pose its own set of issues as well as having this character look
Here are some samples of what i am sort of going for and more can be found here
http://graphicalerts.com/23-awesome-and-inspirational-character-designs/




I have yet to seriously attempt a humaniod character in blender, so either choice will be a challenge.
Labels:
2010,
3D,
alien,
ARTD 471,
Blender,
Character,
detail,
digital art,
examples,
fat kid,
idea,
inspiration,
Modeling,
pictures,
process,
Ryan Mowery,
sketches,
tutorial,
Univeristy of Oregon
Thursday, January 7, 2010
Meeting with small group for character design project

Quick basic idea for character. I don't think i'll be using it though

The rest of the class was making screw drivers, I thought I would make one again, just for fun.
Labels:
2010,
3D,
ARTD 471,
Blender,
Character,
digital art,
in class,
Modeling,
process,
robot,
Ryan Mowery,
screw driver,
test,
Univeristy of Oregon
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