Showing posts with label Common Art. Show all posts
Showing posts with label Common Art. Show all posts

Tuesday, August 2, 2022

Pokemon VR Experience: Final Sprint

 This sprint I re-did two of the Professor's animations! The original animations were causing issues so I replaced them with these. Now the Professor doesn't awkwardly wave during battle and when he wins he looks excited!




Wednesday, July 20, 2022

Pokemon VR Experience: Summer Sprint #5

 This sprint was mostly house keeping and polishing. After updating the animation asset list, I checked in with each animator to make sure that their animations were correctly imported and completed. Once the team noticed that some animations will still not working properly in the game, I delegated the tasks to the animators that wanted to tackle them. Afterwards, I was on "stand-by" in order to help out with any road blocks my fellow animators had before our next critique presentation.

Thursday, July 7, 2022

Pokemon VR Experience: Summer Sprint #4

 Before and during my time out of town, I was working on a solution for the Professor's Pokeball throwing animation and his Idle (where he also has the Pokeball in his hand). I tried importing into Unreal Engine and exporting the animation from Maya a handful of different ways- to no luck. I updated one of our Tech Artists on the problem and the task has now been shifted to them in order to find a solution. For the next upcoming sprint I'll be back to making sure all animations are refined and in engine, ready to go.

Below is how the import looks currently.





Wednesday, June 22, 2022

Pokemon VR Experience: Summer Sprint 3

 This sprint was all about animating the Professor! I was in charge of his walk, idle, and talking animation. I'm having importing troubles with his Pokeball which will be addressed at the beginning of next sprint.







Tuesday, June 7, 2022

Pokémon VR Experience (Summer Sprint #2)

 For this sprint all of the animators tackled Squirtle! I was in charge of four animations: Idle, Notice Me, Faint, and Being Carried. Below are some recordings of them in engine! 










Tuesday, May 24, 2022

Pokemon VR Experience (Summer Sprint #1)

 This sprint I met with all of the team's animators and went over the entire animation list. It is now color coded and every animation is assigned. Each animator was assigned an equal amount of animations to complete.

My animations were Bulbasaur's Growl and Flinch. These animations were prioritized in order for them to be put into the battling state machine.










Wednesday, April 20, 2022

Pokemon VR Experience (Sprint #7)

 After lots of help from my team to help fix up Squirtle to be animation ready, he's ready to be put into the experience! Other than trying my best to fix the rig, I tackled Squirtle's carry, fall, and land animations.












Wednesday, April 6, 2022

Pokemon VR Experience (Sprint #5)

 This sprint I tackled something I never thought I'd do again- I rigged a character. Is it the best? No. Is he functional and not terrible to animated with? Absolutely. I'll be getting with tech artists to help fix it up and make the tiny adjustments to make Squirtle go from just functional to great. Here is his range of motion animation to show how he can move.




Wednesday, March 16, 2022

Pokémon VR Experience (Sprint #4)

 This week I got to animating Charmander with the updated rig! I updated his idle and created his animations for being carried and dropped by the player. Next up is rigging Squirtle which I'm very excited for!






Here is the Unreal Engine Forum post I made for the project! https://forums.unrealengine.com/t/fieavr-pokemon/505195/7 



Wednesday, February 16, 2022

"Tangled" VR Experience Sprint #2 and #3

 For Sprint #2 of the "Tangled" VR Experience I was tasked with posing Pascal in certain poses that he will do during the storyline of the experience. Below is a screen shot of them ready to be used, but still need to be fixed and animated.


For Sprint #3 I was in charge of the water VFX! I made a Particle System for the water splash when the oar hits the water. Afterwards I created a Niagara System for the water splashing off the sides of the boat as it moves. I still need to slow down how quickly the water particles travel. I'm not the best at blueprints and using Unreal Engine, so I'm pretty proud of myself! Neither of these are in the experience just yet, so here are the screenshots of them in Unreal!




Thursday, November 11, 2021

Concept Art and Shape Language

 This week I made concept art for five different characters! I did lots of research into the characters and/or the previous iterations of their personalities. I then recreated my shape language slides to include my own art work and to show how the shape language translates to our experience's intentions.












Thursday, November 4, 2021

Art Style Guide Slides

 Here were the slides I was in charge of! I did all of the Shape Language and Animation Style!






Thursday, October 28, 2021

Little Nightmares Style Slides

 I was in charge of the "Shape Language" and "Animation Style" slides! The others included here are ones I contributed to or helped edit!






Thursday, October 21, 2021

Tale of the Dormouse Slides

 Here are the slides I've done for the Dormouse's Hero's Journey! We all used the "Oil Paint" filter so they looked uniform! I had fun photo-bashing these images!








Thursday, October 7, 2021

Modeling to Illustrating

 Here is my illustration of Anakin’s pod racer! Here’s each part of the process!



Wednesday, September 29, 2021

Common Art - Composition Illustration

 For this assignment I was inspired by Eyvind Earle's art style! His use of shadows and clean shapes without line art works so well with his environment pieces. 


Below are all of the pieces I looked at for inspiration!







Thursday, September 16, 2021

Value and Contrast Assignment

 I was very excited to shade this alien astronaut! The lights on the top of his suit gave me lots to play with regarding the contrast in shadows. I did, however, forget to name all of my layers. Bad habits die hard I suppose.




Thursday, September 9, 2021

Common Art Silhouettes & Thumbnails Assignment




 For this silhouette project I chose Riolu from the Pokemon Franchise! I wanted to explore its simple design in different environments and biomes! I did two thumbnail sketches per biome and combined the parts I liked into a final silhouette! You can tell each design is at its core a Riolu but has been impacted by its surroundings.

Wednesday, September 1, 2021

Shape Monster Designs

 I created three monster designs based off of the three shapes given: a circle, square, and a triangle. My cat-squirrel went well for the first pass, the square-dragon worked during the second pass, and the triangle bird-magician worked after I messed with the design for the longest. I really enjoyed making these designs! Thanks to Roscoe for helping me form ideas for their colors! 







Pokemon VR Experience: Final Sprint

 This sprint I re-did two of the Professor's animations! The original animations were causing issues so I replaced them with these. Now ...