I am really vegging out during the holiday break- I am becoming the ultimate couch potato- except trying to draw everything I am seeing with my eyes- now watching The Fifth Element for the 20th time and trying to get a feel for the characters in the film- here is my bad attempt at Major Dallas ( aka Bruce Willis)....fan sketching away....
Saturday, December 27, 2014
Monday, December 22, 2014
another pose test
Another test with 2d assets- I need to find out how to break or the limit of the 2d mapped object so using a standing pose that is near a t-pose will be a good test- So after creating the image in sketchbook pro 7 such that it has no background - I created a mesh object that has a uv image map consisting of the original image. I then set up an armature that the mesh object is parented to- making the armature follow the flow of the figure pose give the ability to react well to posing- note the parenting option was with automatic weights. This works good for planar objects.... the ability to rotate limbs, and scale them in normal direction allows for a solution to looking like in perspective- the next test will be with linked meshed object that can more in relation to each other--- looking up
there is even the option of rotating the limb into and out of the image plane- which makes the idea of 2.5 d a cool solution
there is even the option of rotating the limb into and out of the image plane- which makes the idea of 2.5 d a cool solution
Friday, December 19, 2014
playing with assets
I am still researching the Comics Nextra directive and am looking at creating assets for motion comics and digital comics- I want to see what will break assets and what will flow well- the first step is to create the 2d asset in either photoshop/ scanned from drawing, or in sketchbook pro. Next will be to create the wireframe plane element that will use the 2d asset . here are two images- one create in sketchbook pro, the other created in blender as the first object as a UV map to a mesh object created in Blender ... this object can be rigged with bone deformers and mesh shape keys for slight movements and expressions- the image that has different moveable features will be build of several plane objects that can slide in respect to one another creating a false sense of head turning during a motion sequence
the node set up was done in blender using cycles- a shadeless material set up was used for images
the node set up was done in blender using cycles- a shadeless material set up was used for images
and bones were parented over a planar mesh which can have shape keys set during animation
Wednesday, December 17, 2014
random quik sketch wednesday
Just trying to get ready for Comics Nextra a pats cool idea of creating a mix of motion comics with 2.5 D animation. So I am working on my image creation and digital puppet creating skills- Just so I don't loose a step on drawing- which I will be doing a ton of in the near term as a work on FX Mulrooney as a first test of the process- I wanted to just park a couple of sketch images I did this week and the past week- so here it is- looks like a lot of heads
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