Tuesday, December 28, 2010

'Hookshot' animation


Part of an animation test I did for a local game studio a while ago. I didn't get the job, but I enjoyed the animation test.

Tuesday, December 21, 2010

Tuesday, December 14, 2010

Super cool! My animation got featured!

Hey everyone! My quadruped walk assignment got featured on British academy award winning animator Tony White's blog! It helps that he's also my teacher at Digipen. :) You can click here to see his post about my animation. He also gave me a signed copy of his new book, 'Jumping through hoops: the animation job coach.' The book is really helpful for people like me who are just beginning to start their animation careers. Tony emailed a ton of game and film studios and asked them what they wanted out of animation students. Good read if you're about to graduate!



Friday, December 3, 2010

WIP- Owl pan

Owl WIP- color block from blindsey on Vimeo.


Gonna be some big changes comming to this in the next few weeks, but this is where it stands right now :)

Tuesday, November 30, 2010

Monster in the mirror progress


Revised! Original can be found here! Depending on the critique I get, I might revise it again.

Friday, November 19, 2010

Monday, November 8, 2010

Artist's block? NO WAY!




The best way to get over artists block, for me at least, is to DOODLE. I found myself stuck on some animation this weekend so I sat down for an hour or so and just relaxed/doodled stuff. I like to doodle stupid pointless irrelivant things. It's fun. It lets me reset my brain.

Thursday, November 4, 2010

Game animations

I wish that my school spent more time talking about animating for games. We are taught good process work, like doing video reference, and of course thumbnails:


But then we're not taught other things, like how to rig for games, or what you should think about while animating for games. How do you animate for a game when the camera is up very close, vs an RTS? An MMO? Depending on where the camera is, your animations will end up looking very different. It's important to take that into consideration when you animate a cycle for any game. When I first started animating for games, I concerned myself primarily with how my cycle looked from the front and side. That was what I was used to from animating for my projects classes and from my 2D animation classes. I was always in control of where my camera was.


When, in reality, a lot of the games I've worked on are 3D adventure titles. The player will view most of the animations I make like this:


This run cycle was something I blocked in in a few hours, btw. It's going to be getting changed soon along with it's rig.

Sunday, October 17, 2010

Thursday, September 16, 2010

Monster in the mirror WIP

'Monster in the Mirror' is my favorite song from Sesame street, and I made this based on that song. :) For art 401. I think I will probably work on this more before I hand it in.

Tuesday, September 14, 2010

Simple idle wip

Futurepoly Idle WIP from blindsey on Vimeo.



Idle I made in class at futurepoly. It has a simple flourish near the end.

Monday, September 13, 2010

New demo reel

Demo Reel summer 2010 from blindsey on Vimeo.



I updated my demo reel with animations from Exato. Check it out.

Wednesday, April 21, 2010

SC3 Block plus

Has a 'muppet mouth' right now- obviously still a work in progress. Lipsync is easy and the last thing to do though. Still needs finessing... esp in the hand. Hoooo boy.

SC3 Block plus from blindsey on Vimeo.


Monday, April 12, 2010

Monkey progress

Monkey- Block plus finish from blindsey on Vimeo.



Animation block plus is about done. There's some weirdness with his head I need to fix. I also have to make a moving hold at the end. Once that's done I will start refining my arcs and editing my splines in polish.

Friday, April 9, 2010

Face ref




Some face studies I did for ani 350.

SC 2 Ani 350

Animation for Ani 350's second dialouge test. First animation with the norman rig and first shot at 3D lipsyinc. I want to go back and polish it more. It's not quite ready for my demo reel.

SC2 Render from blindsey on Vimeo.



SC2 Blocking from blindsey on Vimeo.



SC2 Vid ref from blindsey on Vimeo.


SC3 Planning





Planning stages for SC3.



SC3 Vid Ref 1 from blindsey on Vimeo.



Long shot vid ref, so I can get in the body mechanics.

SC3 vid ref 2 from blindsey on Vimeo.



Close up vid ref for better face/expressions.


Thursday, April 1, 2010

Monkey Animation progress

Monkey Blocking Plus from blindsey on Vimeo.



Video Ref from blindsey on Vimeo.



Just got into blocking plus with this. Still working on blocking plus. Hopefully refinement will soon follow.

Friday, March 5, 2010

Fun times with rimlight


I've been experimenting with getting a more cartoony feel for monkey. A lot of this I'm trying to pull off with the shader. I really like the way rim lighting looks on him; I think I prefer it to an inky outline.

I made a few small modifications to his blinn texture to get this. I took a maya toon rimlight shader and fed it's transparency into the blinns speculairity. I also averaged the diffuse of my painted texture into the cel shading- I averaged it 2 parts painted texture to one part cel shading. I think it gives monkey a nice feel. The transparency on the toon shader has the added effect of softening the cel shading's edges. The normals are connected to the blinn as one might expect them to. I did soften their value a little, but I didn't want them to completely go away.

Tuesday, March 2, 2010

Updated monkey









Updated rig, skin and texture. Still needs some tweeks to polish.

Saturday, February 27, 2010

New Website

Hey guys,

I have a new portfolio website.

http://bryannalindsey.com/


Please check it out and leave me some feedback. It would help a lot!

Thanks guys! :)

Wednesday, February 24, 2010

Friday, February 19, 2010

Monkey model progress



The model is getting close to completion. I want to re-do his sculpt and get better anatomy on his normal map. Also his diffuse needs work and he needs his fur tufts.

Animation Progress

Remember those thumbnails I posed earlier? Well, here's the progress I've made on my first dialouge test.

Blocking from blindsey on Vimeo.



Stage one, blocking. Here's where I took my thumbnails and turned them into keyframes. Still in stepped keys.

Blocking Plus from blindsey on Vimeo.



Stage two, blocking plus. Here I added more breakdowns and started to work on splines. Still needs polish of course.

Prjs 300

My PRJ 300 video from blindsey on Vimeo.



Never posted this. Figured I should.

Monday, February 15, 2010

Doodles and drawings







Doodles I did while at the greyhound station. Some are from imagination, but a lot of the faces/posed people were doodles based on real people.

Monkey King- Rig, model, texture progress





Cool. I'm getting closer! :) Here's what I have done in the last two weeks:

-The rig has a completed FK spine, IK feet and FK arms. The legs/feet have a reverse foot control with custom attributes I set up in Hypershade. I don't want to put an IK on the spine or the arms. I perfer FK for animating these since it gives me more control with the pose.
-Diffuse map.
-Normal map.
-More details on the model.

Here's what I have left to do:

-Tweak diffuse map on the character, and texture his skirt/costume.
-Add finger controls.
-Make a face rig with face controls.
-Speculiar map.
-More fur tufts w/alpha channels to make him look more hairy.