Monday, January 31, 2011

The stick figure always beats me.

Because sometimes it feels like your animation is against you and it's nice to be able to fight back.

Sunday, January 30, 2011

Pixar Explains Animation

Here's a video where Pixar breaks down the basics of animation and uses a zoetrope to display how it works. It's a simple idea but still would be fascinating to see in real life!



Saturday, January 29, 2011

Her morning elegance




This is my favorite music video that combines fantastic elements of pixelation and stop motion animation.

What do you think?

-Jen

Thursday, January 27, 2011

Lighting in Dead Space 2, published by visceral games

Here's a video about developing the lighting for the game Dead Space 2, a survival horror game where lighting plays a MAJOR roll in creating atmosphere, check it out....this post brought to you by Peter.... also the title links to the parent site

Wednesday, January 26, 2011

Pixels

Pixels from Patrick JEAN on Vimeo.


I'm sure many of you have seen this, but even though I've watched it many times I still find it entertaining each and every time! I love the way the 8bit world is brought into our everyday life to reck havoc on our city. The integration of digital animation and video is seamless. From the incredible technical expertise to the fantastic story, I find this to be a phenomenal short film!



This piece was created by Patrick Jean and OneMoreProduction.

A Revolution - Avatar

Although this movie holds a lot of debate of being too cliché, it is a revolution and a wake up call at the same time. After viewing the making of "Avatar," I truly began to appreciate what went into this film. James Cameron wrote Avatar in the 90s, wanting to start it immediately after Titanic, but technology was no where near where it was today. He threw it in a drawer and picked it up in 2005. He began sculpting a prototype in 2006, it was rough but at the same time, he was still playing with the latest technology in existence.
It was a huge trial and error with many arguments about how Cameron wouldn't earn any money back after dedicating his entire life on this film. He felt that he really needed to tell the story in animation because they were new creatures, wanting to bring that reality to the audience, and wanted it perfect to change how movies would be created in the future.
Most of the movie was shot in a warehouse with hundreds of cameras on the ceiling to track the actors' moves. That video feed would be sent into a computer where the world of Pandora would be filled in. The feed from the computer would then be sent to a monitor behaving as a camera to integrate all the camera movements. Even though Cameron had the monitor pointing at the actors, he would see Jake Sully or Ne'tyri and not Sam Worthington or Zoe Saldana - I apologize if I've misspelled their names.
Cameron was so critical about the reality of these creatures that the eye was the hardest part to master in order to give the Na'vi that human-like quality.The eye's movement is so key to making them human-like based on its subtle movements.
In the end, "Avatar" was a sensational hit. While there may be debates about how good a movie it is, people need to "see you" as the Na'Vi would say to fully appreciate Cameron's 21st century masterpiece.

HR Giger


This is HR Giger's interpretation of my zodiac sign.
I've always liked his highly stylized images and sculptures. He has a look that many have copied of late. It evokes feelings of darkness and fear. And no matter how sophisticated our present gets, his art always looks futuristic.

Saturday, January 22, 2011

How To Do It


Welcome everyone!. The following project structure is intended to provide you with a methodology to be both specific and help you track the progress and meet your milestones. Since individual projects vary widely some points might not apply. However, you can use it as a roadmap to define/clarify your deliverables and go back to it frequently and methodically.

It has four distinct phases:

DISCOVERY

This phase helps you understand the big picture and the opportunity to achieve the main goals of your project; to take an idea from conception to completion in the most effective manner.

Brainstorming, sketch models, scenarios, analysis and feasibility assessments.

Define the requirements, scope, timeline, budget (your time and resources) and benchmarks for the project.

Requirements of Analysis:

  • Prioritize and validate requirements based on quality(1) and strategic factors
  • Determine success criteria and metrics
  • Define a preliminary list of production requirements.


Synthesis:

  • Produce a final document with the discovery result.
  • Develop a high-level implementation plan. (storyboard)
  • Present a timeline and a budget estimate.

DESIGN

During this phase, create the look and feel of the solution (style). Develop the story requirements, the creative components, the technical design and infrastructure that supports the project.

Creative Design:

  • Storyline and character creation
  • Script
  • Storyboard
  • Art Direction
  • Audio Design
  • Production Design

Technical Design:

  • Software requirements
  • Set/backgrounds/location/plates
  • Lighting diagrams
  • Special efx design
  • Models, textures

PRE-PRODUCTION

Develop and integrate all the creative, technical and information components.

Creative Production:

  • Story
  • Character Design
  • Prototypes
  • Graphics, 3D video/audio production needs
  • Technical integration

Technical Production:

  • Green Screen
  • Lighting
  • 3D camera
  • Sound
  • System testing
  • Problem resolution

DEPLOYMENT

Demonstrate the solution after all final specifications and testing results.


Live environment:

  • Rendering
  • Audience Test performance and feedback
  • Implement promotion/communication strategies



Showtime!

That's all folks!

1-Quality: the true nature of things, the peculiar and essential character


All Illustrations custom made by Rich Powell