The germs of ideas that pop in and out of my head.
Making ears can be super easy if you don’t need a lot of detail, however, when you want to bring a certain degree of realism in, the loops can go absolutely everywhere! This makes a … Continue reading Ear Modeling Demo
Having never been a professional lighting artist, I am always conscious of the fact that being in academia tends to isolate artists from the rest of mainstream production. More than anything (except, perhaps Rigging), Lighting … Continue reading Learning Lighting
Modeling in 3D can be fun and occasionally frustrating but nothing is more painful that trying to model a face that can deform without breaking when it moves. If you are studying topology then you understand what I mean when I say that. In my opinion, the true skill of modeling comes in when a […]
There are so many people involved in the creation of this film. This is a short video chronicling some of the many moving parts we have been wrangling in this production.
Once the grueling process is over and you have officially collected that coveted degree in Animation, life can suddenly seem full of possibilities and yet utterly petrifying. The level of petrifying depends on how optimistic a person you are but I think it is common to feel a little lost. Having been through this process […]
Story-boarding is the art of making sure issues of timing, cameras and composition are sorted out. These are important decisions to make to ensure the readability of your animation. Remember, a story is no good if nobody can make sense of it. Placing a character into a scene is an art, but the bigger challenge […]
Filed under: inspire
This has been picked up directly from a really nice post I found at this blogger’s site: http://thinkanimation.blogspot.com/2007/03/maya-rigging-gimbal-big-no-no.html So the video isn’t attached (and it wasn’t there on the site either) Filed under: inspire
Shaders are more commonly known as shading networks, because they rarely ever include one item (node). What a shader network is, is a shading group which has a surface material connected to it. The shading group engine is what’s actually connected to your model, or, more specifically, the shape node of your model (this is […]