
This is just a render test of an untextured (colours and materials on things) livingroom with the TV on my character. I have some basic Global Illumination but nothing more. Enjoy!

This is just a render test of an untextured (colours and materials on things) livingroom with the TV on my character. I have some basic Global Illumination but nothing more. Enjoy!

Here’s a half finished, low-res version of the possible car Martin might drive in my upcoming piece. No car shot is complete without the full JJ. Abrams lens flare experience. Beauty. Go Canada Go!

For my upcoming directed animation, this will be the main character. His name is Martin and he is a fully rigged and skinned 3D character. I have yet to put the finishing touches on him, but his face is pretty much done. As a character, he’s a little rough around the edges, so he’s supposed to look like he was hit with a bag pennies.
More pictures after the jump.
Here we have a quick little project/exercise that demonstrates the power of 3 things. Dialogue, Animation and Rigging. Since ‘Dave’ (or the Dude in this short) is a pre-made character built by a colleague of our program, he’s free for our personal abuse. I tried to my fullest to give Dave full animation – which means there shouldn’t be a pixel on his body that ever stays still. But don’t hold me to that. Enjoy!

I spent the better half of 6 hours modelling this eyeball for my upcoming project. It has a dilating pupil, an interchangeable iris and the capacity to grow bloodshot eyes. I hope you all enjoy. It’s going to soon reside in my character’s head.
Here’s the first low-poly model of my upcoming character’s head.

I was getting bored of the old colours. I also wanted to increase the size of my videos and photos. So I did a little theme change. Hope you all enjoy.
(Mom, don’t freak out, everything is the same)
What happens after you model a character? How do you make them move? You add a skeleton. In our program, we’re currently learning how to properly ‘rig’ a character, which means to outfit the geometry with a skeleton so it may move. Without getting into too much depth, basically you add joints to places where joints should be and apply a controller to make them move.
This is my first, fully animated short, taking longer than it really should have, it’s definitely overdue. If anyone has trouble figuring out what it’s for, then I’ll let you know. Basically this would air right before a commercial break on a cartoon network to let everyone know, we’ll be right back.
Stay tuned for a ‘making of’ post on.. well.. how I made this.

More light, gamma and texture testing.