I've decided to start posting some of my favorite client projects I had a chance to work on at Gasket. Here's a couple that track back from the last few years. Check the Gasket links to see more detailed info on each of them with full credits.
Best Buy Microsoft Mouse I was the Maya animator on this one. I also did a good portion of the mouse model too. Here's a link to the full page rollout and credits on Gasket.tv.
SVGC "UFO" This one goes back a few years. We worked hard to get this one looking good on time. My roll was in doing a good portion of the animation modeling and composting. But I wasn't the only one! Here's a link to the full page rollout and credits on Gasket.tv.
Coke Zero “Fantasy Football” Going back even farther I believe I modeled animated and rendered most of this. Here's a link to the full page rollout and credits on Gasket.tv.
Tylenol PM I animated a few of the shots in here. Also did some modeling. Here's a link to the full page rollout and credits on Gasket.tv.
Best Buy Recycle Here's another one I worked really hard on. Funny how these can just go by and get forgotten so easily. I built the elements on top of the store and most of the interior factory elements with the exception of the pipes. I also animated half of it(from the "flying through the air" shot to the gate shots).Here's a link to the full page rollout and credits on Gasket.tv.
Korbel - Sparkler Here's a beautiful one we did a few years back. I built the bottle. Here's a link to the full page rollout and credits on Gasket.tv.
For the last year I've been meaning to revamp my website. It seemed unnecessary to have two sites that showcased my work. I wanted it to be instantly accessible yet organized enough so people wouldn't need to dig to find anything.
I played around with WordPress for a while but never had any experience with its code. After playing around with my blog, I discovered that I could do what I wanted directly within my Blogger. It has some minor design limitations, but it can basically do what I wanted.
Over the next few weeks I'll be doing minor adjustments to my blog in attempts to make it more accessible. I hope to keep all my video links to YouTube so I can track traffic. Although because the "play screen" isn't quiet so inviting, I might change it to another player.
Hope you dig the decision, check back soon for more posts.
(a quick Maya 2012 playblast test of new features)
So Maya 2012 just got released and they added some great features to the animation section of the software. You can now edit motion paths in the view port. 3D studio max has always seemed to have this and I found it very useful when I was animating in max.
It helps you manage a lot of keys very early in the blocking stages. Gives you a good overall view of what the animation will look like without needing to use playback. And in the world of animation, any tools like that are greatly useful.
There are some post production features added to there view port 2.0 section too. You can do some very bare bones previewing of what motion blur, Ambient occlusion, and depth of field will look like before rendering a final output. Once again, there are similar features that were already in max.
The last Maya updates seemed very limited in terms of upgrades, especially when it came to animation features. Although these are small updates I feel as if it's a step in the right direction.
Here's part 1 of 2 on this piece. My main goal for this one was to create something more "natural" while doing a biped animation. Also it's been cold out recently so I thought it would be relevent in some ways. I might come back and finish it up some other time, but as of right now, im going to move on and do another project idea.
So.. I've been taking the last few days to clean up that clothing animation. I want to make a strong statement every time I post something, yet I don't want to repeat myself. I want my pieces to be unique to one another yet hold some sort of consistency and keep a high quality. I would like my work to be seen by more people too..
It's funny, when I try to explain myself, I feel like it instantly gets undermined. What I say and what it means, can seem as if it can come off as opposite of what I really do mean (or want I want it to mean). There's so many ways to look at someones explanation. Ultimately, what matters is weather it's effective and successful. Yet, I still try to explain myself.
If you haven't already noticed, I've slowed down a bit since iv started doing this 2D stuff. I'm still trying to find a rhythm where I can post work frequently and say something substantial. I cut the winter clothing piece into two parts. The first part is getting close although im going to wait for another time for the second half.
I have a few ideas on how im going to do my next one. Hopefully it will come a lot faster then the clothing piece but still, I'll try not to post it unless it's good enough to show.
Sorry bout all the internalizing but I feel like the people who actually follow my blog deserved an explanation. I'll try to keep scaling the project sizes down as to show more work. To the people who follow my work thank you. I'll be posting more soon.