Sunday, March 27, 2016

anamershun iz mah pashun

It's safe to say that the week of our return to school was essentially the week filled with meetings upon meetings so the Ley Lines team could achieve a speedy and efficient trajectory towards our end goal of shipping by early June. Essentially, this means that "art freeze" should occur sometime in the middle of May. This task seems daunting in and of itself. With that deadline in mind, that's precisely why we have scaled back on a few enemies (now we only have the main boss and one extra Shellek), our master asset list, and we are simplifying our art style to match something closer to Legend of Zelda: The Wind Waker and Necropolis. The heart of our visual style is still there, it will just be present in the game in a more ... simplified manner. And it gives us the opportunity to make some more tweaks to the design after a large chunk of the non-art faculty wasn't really feeling it. It's small set-back at the current moment, since we were unable to start on actual asset production ... but it's something that will speed everything else in the long run, and make our end goal that much more feasible. 



In any case, these were some of my passes at Vala! I was messing with some different simplified art styles and some costume changes while keeping to the heart of her initial design. Also the polygon lasso tool is so much fun for concepting. :B 

We had our first MoCap session towards the end of GDC week and will be having our second one this coming Tuesday. We recorded most of Vala's actions to get our actress used to the entire process. Afterwards, I took it upon myself to clean the data in Vicon Blade, then  begin the editing process in MotionBuilder. In the latter program, I was able to successfully loop each animation with the Story editor and fix a large chunk of the imperfections present in the data transfer. Animating the fingers will be done in Maya - along with parenting Vala's bow to the rig when we get to the point of having our own character mesh, rather than the filler one I'm using now.

Anyway. Here's some animations that I was able to work on between everything else we were working on this week.

An idle cycle.

A walk cycle.


The walk cycle was the first animation that I finished a first pass for, so I chucked that in the unreal engine to see if it worked properly. Good news? It does! YAY.



As for homework on the animation front ... I've almost finished the chair animation. Thank. This assignment has been particularly difficult for me simply because I don't like looking at it. If I had the time to start over and try something else (which is probably what I should have done weeeeeeeks ago) then I'd feel much more positively about it. It's not as bad as I'm making it out to be but, hey, you're your own worst critic. :3

Things to do? Still, clean up transitions, fix poses, and end at the beginning pose so it can loop.

 

Our new assignment is one that focuses on overlap (something I need a lot more work on!). For this homework, we're using a pendulum - BUT DON'T BE FOOLED, this assignment deceives you by APPEARING easy when it's hardly that! You have to be very mindful about overlap, physics, and what to push so it looks good rather than purely go for realism. This go around, I aimed for something a lot more simplistic so I can focus on the topic itself. I didn't want to make something long and purposely difficult just for the sake of it when uh ... I've been in desperate need of bettering my overlap. Like a lot. I need to get away from that "mechanical" feel that's BEEN PLAGUING ME FOR A WHILE.

 In any case, this is my first pass at this assignment! The base of the motions are there. For my next pass, I'll be able to add in some finer details to pull it all together. :3c

That's it for this week~


Monday, March 21, 2016

Dinosaurs Agogo

SO. GAME LAB.

Remember that? That's still in the thing.

A chunk of my break went into getting more work done for Game Lab when there was still enough of a window of time to actually accomplish that. It's been a lot of fun to work on Dinopedia! It really has a fun theme and a game mechanic that reminds me a lot of Pokemon Snap from waaaay back when I was a kid, which makes it even more awesome. With the Spring semester finishing up around the end of April, our work on Dinopedia will be ending then too. On the artist side, we just have a few more models and animations to make, along with some UI elements, and our work will be finished for this awesome thing here. It's really starting to come together into something really nifty! 




(´・ω・`)


Looking Back

Hey there! We have reached the end of Spring Break and GDC week, so it's about time that I update this blog with something. The good news? Ley Lines made it past Vertical Slice two weeks ago! Yippee! I've used some of my break to prepare for the hecticness of Capstone that is to come. That preparation was mostly me familiarizing myself with Motion Builder and how to properly edit MoCap data and loop it. That's a post for another time, though.

AHEM.  Given that our last semester at FIEA is an internship or Venture Track ... it's safe to say that everyone in the Cohort is halfway finished with their time here.  In thinking about that, I looked back to my portfolio that (somehow) got me into FIEA.

Applying to come to this school was a last minute decision on my part. My school had this career fair for seniors in February and FIEA had a booth there (nifty!). I was particularly interested because I've been playing with the idea of attending FIEA since 2012 (time sure flies!). Sooo, sometime in March, I was just sort of "WELL THAT WOULD BE COOL" towards the idea of graduate school. After finishing my undergraduate senior project and a FIEA tour later, then I went through the hell of speed applying. Then the rest is history. SO. AFTER THAT LITTLE BIT OF STORY TIEM, I figured that I would place my admissions portfolio here so I can look back to later and cringe at even more than I am right now. 


In my last semester, I took a screenwriting class and the thing I wrote was called "Progeny". Whiiiich was just an intergalactic story about imperialism and keeping your heritage alive. These were some character and environment designs for that! My protagonist was a Sioux girl nicknamed Mana.

If you wondered if I get any lamer than I already am: the answer is yes. Proudly yes.

 



And these were some of my assignments from the 3D Modeling & Animation classes I took with Stephen Ellis. I used to think that these were so AWESOOOOOOME but now the animation makes me cringe so hard when I look back to it.
(҂⌣̀_⌣́)


With the emphasis on "ANATOMY" in FIEA's admission videos, I felt like I had to include some of that, especially after taking enough drawing classes where we did nothing but that. With how nitpicky I was about my existing work, these two were made specifically for my portfolio.



For my senior project at Stetson University, I made an 8-minute animated storybook with an accompanying art/story book. It somehow won Third Place in Video & Audience Choice at my school's Digital Media Festival. ( ≧Д≦)

You can see the art book here: [ LINK ]

Looking back at your old stuff can be pretty painful. Though, it's also pretty cool when you know how much you've improved since then. :]