It's been a minute since I last shared anything I've worked on so here is a recent one from while I was working at The Mill. I had the pleasure to work on the polished Camera and Character Anim for a good chunk of the first half of the spot involving Hero Characters and Demon up until fight. I also worked on first pass anim and assembly for a good chunk of the fight sequence.
Friday, January 26, 2024
Saturday, February 18, 2023
2023 Reel
A sampler of my work up until the start of 2023.
Labels:
animation,
camera animation,
commercial,
film,
rigging,
sculpting
Monday, January 24, 2022
SHANG-CHI - LUMA STUDIOS PROJECT
This was a bit of a generalist project for me. On this project I had the privledge to work on multiple aspects of the bus sequence. From previs, to rigging the key look of the brute blade and animating it. To rigging the bus mechanism that breaks apart, to previsualizing several shots and doing key animation before passing some along to be finalized by other artists while I jumped back in to other tasks. There were shots that required projection set ups to be sent out to the compers and lighters, controls that needed set ups and scripts for the bus accordion mechanism, which were also animated by myself and others. In other shots I animated parts of the bus flying off, cars driving by and the bus cables and split version of the bus (animation and cloth sim on cables). What a ride!
Friday, November 30, 2018
LEARNING ARCHIVE: How to light and shade with Arnold in Maya
About a year and a half ago I participated in one of the CG Society workshops on lighting and shading in Arnold. This was the result of one of my weekly lessons. In this session I lit and shaded the model (no texturing as that was already supplied with the model). After that I played around with Xgen hair in Maya to get a sense of how it worked.
We used Digital Emily 2.0 a part of the Wikihuman Project. A collaborative effort by the members of the Digital Human League to advance the study of digital humans.
To check out and download the model you can go to the wikihuman project.
For more information, please visit their blog at wikihuman.org
We used Digital Emily 2.0 a part of the Wikihuman Project. A collaborative effort by the members of the Digital Human League to advance the study of digital humans.
To check out and download the model you can go to the wikihuman project.
For more information, please visit their blog at wikihuman.org
Thursday, August 30, 2018
2017 - JUSTIN TIMBERLAKE - FILTHY
“Filthy” was a fast paced project in which I had the chance to work as a Senior Animator. I worked on several of the dance
moves that start after minute 1:28 and was also the last animator on the show responsible for re-doing, updating and fixing some of the other shots. Meanwhile I also developed a script to standardize the animators playblasts with same viewport 2.0 settings and light rig based on the camera view. Towards the end of the show I also made a script to be passed along to other animators that would fix a rig issue. It just so happened that the designated rigger had already left the show.
moves that start after minute 1:28 and was also the last animator on the show responsible for re-doing, updating and fixing some of the other shots. Meanwhile I also developed a script to standardize the animators playblasts with same viewport 2.0 settings and light rig based on the camera view. Towards the end of the show I also made a script to be passed along to other animators that would fix a rig issue. It just so happened that the designated rigger had already left the show.
Monday, August 6, 2018
FIRST HALF OF 2018
For the first 4months of the year I had the privledge to work with Method on a previs project that allowed me plenty of creative liberty and an outlet for my joy in modeling as well. This was a great chance to play around with character animation, camera moves and set modeling. Unfortunatley In this case I won’t be able to show what I’ve done ... one of the downsides of some projects.
Though, before heading out on vacation I still had the chance to work on some smaller projects, one of which was another Target spot called “Dino Clash”. I was responsible for the previs and animation for this one. A fun and relaxing job to be on as well.
Though, before heading out on vacation I still had the chance to work on some smaller projects, one of which was another Target spot called “Dino Clash”. I was responsible for the previs and animation for this one. A fun and relaxing job to be on as well.
TARGET HOLIDAYS 2017
For the first spot I worked on Barbie answering the phone, hoard of minions running towards camera and Superman and Peppa Pig on final shot. For the second spot I worked on Batman and Barbie (the one that catches the Tree ornament from the air) from the 10sec to the 15sec mark.
For the third spot I worked on all the characters from the 9sec to the 9sec mark.
For the third spot I worked on all the characters from the 9sec to the 9sec mark.
Tuesday, January 17, 2017
CAPTAIN AMERICA - CIVIL WAR
As I was updating my blog for the first time in 3 years I realized I missed a few things ... its hard to remember all the things you worked on some times and others you can't even say. But my wife just walked by and asked me about Captain America! How could I have forgotten!? That was fun even though none of my shots were hero ones except for maybe one. The team at method worked on the last fight sequence between Captain, IronMan and Bucky. My shots are spread throughout. I'll add these to my next reel whenever that happens.
TARGET HOLIDAYS 2016
Worked on the last shot (crane lowering giant gift) for first spot and most of the rap battle dancing sequence for the mini musical "Toycracker". On the second spot I developed a workflow to complete the large amount of shots within the short deadline and wrote python scripts to help batch process the maya shots to the farm and to load in updated assets and make new connections without the need of opening maya.
DR STRANGE and THE DIMENSIONAL TRAVEL
Its been a while since my last update. But not too long ago I finished work on a few parts of a dimensional travel sequence for Dr. Strange. I was the first animator on the show and helped out with much of the previz(previsualization) and planning on several of the sequences. It was quite the creative exploration process taking us through hundreds of different alternatives to get to the final result, it was a bit sad to see several of the shots get cut but it was all for the betterment of the flow of the sequence. What ended up being my main shot was the part where Strange is overwhelmed by hands and he eventually flies in to his own eye (pretty trippy!).The team at Method Studios was a pleasure to work with as always.
Tuesday, May 13, 2014
GODZILLA | FIAT FAMILY
This is the latest commercial I worked on at MPC. I animated the first two shots you see Godzilla in and the second to last were he lands on the ground and spits out the car. Also blocked in the areal shots of Godzilla. This was fun but fast. Once we had all the footage and set ups done we had only two weeks to do all of the animation with a crew of 2 to 3 for most of it and only 2 of those days to do the polish pass and animate the jiggles and body fat. Half the time we spent on file handling and exports. Fortunately for some of the other shots the crew had a good starting point from some of the movie animation files (walk cycle and roar). Godzilla isn't just big on film, his rig would also take 10 to 15min to load in a maya scene. Below is a making of featuret with the full comercial at the end. Enjoy.
Wednesday, August 28, 2013
ZBRUSH 4R6 - creature WIP
02/11/2014_ Another samll update – leg area
I’ll probably start sculpting the costume after this.
12/02/2013_ Been learning a lot about human anatomy.
11/22/2013_ Trying to figure out what I want to do with this guy ...
I finally stopped to work on him some more and decided I needed to establish a profile for this character. I was thinking something along the lines of African savanna, hunter tribe, sort of deal. This is essentially a screen grab from inside of zbrush and then a paint over in photoshop. Hopefully this will help me focus my efforts from now on ... still deciding if I want to rig him or not.
09/26/2013_ Why no updates? One word: Houdini _
I've put this guy aside for a little bit to focus more on learning Side Effects' Houdini application. Learning it is an intense process and takes time ... so, I'm making myself buckle down and focus. I've been at it for about 3 weeks I think ... or a month? Starting to lose track. Maybe your asking "why are you doing this?" (and maybe not) ... well, its been on my "learning bucket" list for a while and I'm taking it on as a personal challenge. I hope to be back to this guy some time soonish though ... especially because sculpting is too much fun and it tends to be a nice break from Houdini's more technical side of things. I'll let you guys know how this whole endevour turns out at some point (hopefully more fruitful than posting pictures at Fine-Art-America [more on this later]) ...
09/11/2013 _ update to ALIEN WIP _
Refined the arm muscles some more. This project has unintentionally become a male anatomy study as well as a creature concept. Started working on the head again as well. I'm laying out some of his facial muscle and bone structure to hopefully get a more believable result.
09/03/2013 _ update to ALIEN WIP _
Built some arms for the alien. Still have to attache them but I'll leave that for last. Generally I worked mostly on front the torso section.
Still not happy with the rib cage area though.
Still not happy with the rib cage area though.
Haven't played with zbrush for a while so decided to start a creature and test out some of the new tools in zbrush 4R6. I'd forgotten how much fun sculpting can be.
This character started out as a sphere with dynamesh enabled(mesh geometry updates according to shape of sculpt). I made the torso that way then just appended the legs afterwards using zspheres, subtools and retopology.
I'll probably do the same for the arms. Going to see how far I go with this ... Cheers!
Tuesday, July 23, 2013
FINE ART AMERICA ... learning how to sell art.
I recently signed up for FINE ART AMERICA. This web site, at first glance, seems to enable an artist to easily upload photos and set them up for sale. I, myself, am currently undergoing the process of adding some of my work to this hub of creatives and so far it seems straight forward enough.
Add photos and set your base price ... they will do the rest. So from what I understand the fee the customer will pay ends up being the sum of the following values: first what you, the artist, decides as the base price then the site's fee and then, if the customer so chooses, the added price of the frame or desired print method (this is my take on it). You, the artist, will only earn a small part of that total price tag. That aside, the best thing is the convenience of not having to deal with the whole process of printing, framing, packaging and shipping ... and THAT'S pretty cool, I'd say. Plus, as my friend put it, it never hurts to put something that's laying around, doing nothing, to do something for a change.
I'm actually really impressed that one guy (Sean Broihier, READ INTERVIEW) made the whole thing and that he's still the only developer involved. There's a tone of cool photos, illustrations and sculptures from a plethora of artists in all skill levels. A lot of high quality work. Feel free to check some of my photos out as well. Cheers!
PHOTO GALLERY
Add photos and set your base price ... they will do the rest. So from what I understand the fee the customer will pay ends up being the sum of the following values: first what you, the artist, decides as the base price then the site's fee and then, if the customer so chooses, the added price of the frame or desired print method (this is my take on it). You, the artist, will only earn a small part of that total price tag. That aside, the best thing is the convenience of not having to deal with the whole process of printing, framing, packaging and shipping ... and THAT'S pretty cool, I'd say. Plus, as my friend put it, it never hurts to put something that's laying around, doing nothing, to do something for a change.
I'm actually really impressed that one guy (Sean Broihier, READ INTERVIEW) made the whole thing and that he's still the only developer involved. There's a tone of cool photos, illustrations and sculptures from a plethora of artists in all skill levels. A lot of high quality work. Feel free to check some of my photos out as well. Cheers!
PHOTO GALLERY
Friday, June 28, 2013
Direct TV Spot - Troll
Wow, this took a while to come out ... for some reason I decided to check youtube for it today and lo and behold! I can finally show this off after a year or more since we've worked on this spot.
I developed the cloth pipe and sim for all the shots in the spot plus animated several of the scenes
I found both the Direct TV official 30sec spot and the directors cut which is 60sec (colors seem a little off on this one) but you get to see all the work. My animation shots includes troll rub feet, walk through trees, walk next to cabin, climb rock, walk on hill toward town in distance, barrel through window, leaving town (some of these can only be seen on the 60sec spot). I modeled and rigged the ducks as well.
I developed the cloth pipe and sim for all the shots in the spot plus animated several of the scenes
I found both the Direct TV official 30sec spot and the directors cut which is 60sec (colors seem a little off on this one) but you get to see all the work. My animation shots includes troll rub feet, walk through trees, walk next to cabin, climb rock, walk on hill toward town in distance, barrel through window, leaving town (some of these can only be seen on the 60sec spot). I modeled and rigged the ducks as well.
Direct TV Troll - 60sec / directors cut
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