Sunday, January 26, 2014

New Mech repositioning



Now with cam Zoom and Toe action!!!!!


The hero reacts to the lock and load mech

This good for now. I may tweak it later. I need to move on


Tomorrow Run cycles and Bullet dodging


Big smack down dodge and hero slide

So I over animated this stuff for a more dramatic effect....I think it came out not too shabby. After the main villain jumps in at the hero he  does a dodge




Now the slide



I am still animating the fingers a bit but overall he is done. I was going to do a somersault but the slide is more comic book like and I can ad in some dust when I hand animate the effects

Mech repositioning for an attack


Friday, January 24, 2014

Quick render test - Possible eye issues

So the reference on my eyes keep breaking and causing it to offset. It works fine the ref file but slowly stops working in the ref. I am not sure but I might have to start doing old fashion importing. GAH Maya reference. Why you so dumb?? Either that or I am missing something like a group node offsetting the aim.

Animation Zoom and texture test



The hero has armored up. But is still under attack

I am digging the Jack Kirby style textures. I will add a jack Kirby spec later. If you don't know what that is you are not a true nerd!!!



Thursday, January 23, 2014

liquid armor tests


I think this is a go. I was going to do plating but it was too much work and this test kind of turned out cool - I can see the action figures now!!!



Tuesday, January 21, 2014

LESS CARTOONY - Staring at this crap way too long

So I have been zombing out on this guy. One of my colleagues took a look at it and gave me some good advice to not make the mech so cartoony and I have to agree. I made it that way giving it more personality but the only problem is it's just too comical looking now. So back to the organized less chaotic mec. At first I thought less cartoony is too sterile but if it's an menacing thing it has to be a bit so

It just makes more sense !!




Monday, January 20, 2014

Villain's Jump test before strike

I made this a bit anime like as the villain talks smack then jumps at the hero. The next shot he will be come down on him while cloaking. Looking at this again I see it needs to be sped up. 


Sunday, January 19, 2014

Interior of Car - Inner voice

The hero here is in his own thoughts of revenge. I am pretty much done with this. Using the DX11 shader this bad boy looks like a video game....Ah yeah


3 items - need to fix the cam for placement

So I decided on rotating the cam since a speak is involved in this and is monolog -ing up above as the boss taunts the hero who was just shot. I need to keep 3 in a tri-angle before I introduce the main villain who meterilizes like the predator to try to kill the hero

I know, I know....You have to  be there to get it






NEW shot no shake cam

I may use this

Shake cam seems too distracting from the animation


New walk and Angle

So I wasn't really digging the last angle. It wasn't really flattering and I needed to edit the weight on this guys

Behold better robot walk and character. I think the angle works well...err better


Saturday, January 18, 2014

Robot Pimp walk

I over exaggerated this guy a bit just to give it a little character and less grace




Friday, January 17, 2014

5 o'clock shadow - More hero like






I added some 5 o'clock shadow. Some of my students suggested it and I kind of like it


Friday, January 3, 2014

Scene one fully loaded






Finished the first scene animation and texturing Neo Tokoyo style. I got that comic book video game feel. AH YEAH SON!!!


Thursday, January 2, 2014

Render test - realtime

Here is a test before I matte paint the crap out of this and texture - I may edit the boobs - but it was too goofy not to keep

Big City Titty

Here is an intro animation test to the film I am working on....LOTS to do. Matt painting and hand animated fog

 

This is the first pass on look and texture blocking
More to come