30/11/2010

Low Poly Boot - Research Project

The purpose of my research project is to learn how to successfully use different maps to create an effective texture, with the main focus being on making low poly objects look more detailed than they actually are.
I created a prototype model to demonstrate what I have learned from my research.
Comparison of the high poly sculpt and the low poly boot with the normal map applied. High poly was around 2.6m tris, imported at 800k and optimized to 41k, normal maps were then baked from this. Low poly is 160 tris.

The low poly boot.

 The boot rendered with only the normal map applied.

The boot with the diffuse and normal map applied. The diffuse map has an Ambient Occlusion baked in for extra depth.

The specular map added to create the fully textured boot.

I am impressed with the results, as the final low poly model looks like it has a much higher poly count than it actually does. I could improve the sillhouette of the model by adding extra polygons for the metal rings, but the purpose of this test was to use an extremely basic version of the high poly and still achieve a good result.

17/11/2010

02/11/2010

Sketches for Motion Graphics Cutscene

A couple of images I've created to be used in my motion graphics cutscene.


























More of these will be posted as they are completed.

20/10/2010

2D and 3D Sprint Cycle Test Animations

2D Rotoscoped Sprint Cycle

I created this 2D animation using rotoscoping. I took a slow motion video of an athlete sprinting and found 5 or 6 key points within the motion, I then drew over these as separate frames in flash and spaced them out to experiment with different timing.
Although it is a very simple animation, I feel it was successful as a test as it allowed me to determine if I would use this method for my final animation. With this method, every frame needs to be drawn, which is a very time consuming process and would make it harder to go back and edit the animation.




3D Sprint Cycle

I created a simple 3D sprint cycle using the same slow motion video I used for the 2D rotoscope.
I used the biped and animated the limbs individually using the video as reference.
I feel this is a much better method to be used for my final animation for a number of reasons. Firstly, the biped is made up of solid shapes and has realistic human proportions. This means the figure will always be a good representation of the human figure throughout the animation. Also, using a model in 3D space allows the animation to be viewed from different angles throughout the animation process. The camera angle can be modified as much as desired after the animation has been created in order to experiment with the staging. This method is also a lot easier to edit.
For these reasons, it seems 3D would be the best method for me to create my final animation.

Animation Storyboard & Animatic


25/09/2010

Nathan Winn - Singing Lessons Flyer

I was contacted and asked to create a poster advertising singing lessons.
The client did not require a brand creating as the purpose of the poster was to attract local customers.
The client wanted something 'edgy and eye catching' while still being somewhat professional looking and well designed.
I created a rough design and sent this to the client for review.



The client was extremely happy with this design so I began adding some colour into the design and experimenting with the style a little.



The client chose a design and requested for it to be made in several alternative colours.



This is the final design presented to the client.

16/08/2010

Wendy House Productions Animated Ident

The Ball - 30 Second Digital Visual Effects

Domino Effect - 2nd Year Animation Group Project

This is an animation created as part of a 2nd year group project.
We were asked to create a 2D or 3D story based on myths and legends. We chose to explore one of Britains most mysterious landmarks: Stonehenge.

My responsibilities included the modelling, rigging and motion capture performance for the main character, as well as special effects and particle systems, some environment modelling and animation, texturing, rigging, and animating some of the other characters.

Copyright
John Wendels
Jonathan Hope
Martin Bennett
Nic Carpenter