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“Listen Philbin”

Posted on September 18, 2010  | Leave a Comment
Filed under Animation, Animation Mentor, Portfolio

While polishing the spine of Bishop in that shot I realised that I had completely lost the original acting idea and I would probably be better off restarting from scratch but I still think it is still worth posting it.

Yes the right forearm intersects with the body and the left hand is still really rough, I have never said it was finished! 😉

“Tangled” new official trailer

Posted on September 15, 2010  | 1 Comment
Filed under Animation

Just to make things even more complicated, Disney just posted a new “Tangled” official trailer.

I am not a big fan of Princesses stories but the action packed sequences and gorgeous animation are making me very excited! The arcs are a bit overstylised in places but no one will notice.

Great character design, lighting, rendering, animation, that movie surely will be a hit and I can’t wait to see it!

[youtube]http://www.youtube.com/watch?v=ycoY201RTRo[/youtube]

Use Keepvid.com to download the trailer in .mp4 HD format

[edit]
Well here is an other cut….. soooo confusing…

[youtube]http://www.youtube.com/watch?v=mxY35VkI0NI[/youtube]

Related post:
Applying painterly concepts in a CG film – Bolt

Applying painterly concepts in a CG film – Bolt

Posted on September 13, 2010  | 1 Comment
Filed under Animation, Education

Bolt painterly effect

I was doing some research on rigging and more specifically Pose Space Deformation (PSD) when I came across a bunch of really cool papers published on the Disney Animation website.

Among them was a very abstract paper I was looking for but also a much more appealing one for the artist and keen painter in me.
Applying painterly concepts in a CG Film – Bolt

In that paper, the authors discuss the shortfalls of traditional CG Renders and how they applied the traditional painting concepts of Edges and Massing .

I now understand why the various trailers and teasers from “Rapunzel/Tangled” look so appealing. If only I knew how to apply this in Maya….