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Archive for December, 2006

new job

December 13th, 2006 No comments

A really exciting opportunity I just couldn’t say no to came along, and I’ll be starting in two weeks at Autumn Moon Entertainment, working with some amazingly talented people on a great game with a huge focus on great art. check their forums for some amazing character designs and paintings.

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rendering, tweaking..

December 1st, 2006 31 comments

render

i’ve had a lot of great feedback lately. as per pete tsacle, i’ve gone back and really hammered on the mech animations, trying to give it a weightier feel, arc adjustments, and extended the final shot a hair. From ajaB, lots of camera edits, length of shots, and a couple of weight tweaks, and more better explosions. The one tricky thing about this was the arc of the grenade..because it was competing with a camera move, it just looked off, even though it was literally path constrained to a nice elegant nurbs curve. but hey..if it looks wrong, it’s wrong. so i readjusted the camera and tweaked the spacing of the arc so it was more readable. i added better moving holds to robot guy (‘atomic bot’) and watched for overall footsteps on the now sandy uneven surface. Huge props to Doc for modelling a set for me, and thanks to kiel figgins for putting out the mech. I’ll post more progress soon. for now it’s on my reel at www.coopdesign.org/reel. and thanks to matt aldridge for some lighting tips.
oh. and holden, for noticing that the goatee vanished on one of the shots (he’s very sharp since turning 5)

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