Character animator and other solutions

Character animator and other solutions

While trying to figure out a way to meet the tight deadlines for the training courses we have on, after a bit of research, I’ve started testing the lip sync features of Character Animator, one of the newish apps Adobe has made available through CC. Turns out, it works like magic, the team really liked the results and was happy to add it to the workflow.

If anything, perhaps not as cool as the actual 3D mouths, in my view, but it’s a way faster process and will save us loads of time (equals budget). Pretty decent compromise to get the issue solved and the project delivered on time.

Groo the Wanderer in 3D

Groo the Wanderer in 3D

Here’s my first attempt on an old favourite character, Groo, from the brilliant Sergio Aragonés. It’s a side project I’ve been considering for a while but too often kept hitting a wall with both rigging and rendering. Did I err? said the Wanderer. Well, not this time.

I was pretty happy to manage the whole thing in Maya, using its human IK and rendering it with Arnold. Groo does what Groo does best!

BHP training went global.

BHP training went global.

BHP training finished and delivered. That was 5 modules, with 12 characters, modelled, rigged and animated. Some serious work, but also lots of fun. Cool thing was, the client was happy and the training ended up going global and was delivered in both English and Spanish. Gracias a Cortex y al equipo involucrado, bien hecho! Looking forward to the next challenge :)

ZBrush speed sculpting

ZBrush speed sculpting

This is the end result of a 3D character I did based on a speed sculpting tutorial from Shane Olson and a sketch made by Dean Yeagle. It’s also my debut in working with Dynamesh geometry, a pretty amazing tool. I’ve worked on many 3D character before but nothing like this one, with the speed and flexibility it offers. Below, a work in progress.

3d-deanyeagles-head-wip1

If you don’t know what Dynamesh is, in short, it’s a technology that allows you to re-design the geometry on a 3D model, on the fly, re-mesh it, as if you’re working with real clay – although you could also say it feels a bit like magic. It’s been years, I’ve been hearing how great it is and now I finally got to have a taste of its power. So good.

More info for those who work with or are studying ZBrush

I’ve been working on this cartoon character for weeks, not because it’s super difficult or anything – but because I couldn’t figure out why PolyPaint wasn’t working. If you search the internet, most posts discussing this issue will tell you it’s because the layer is on record mode. But I haven’t had setup any layer, let alone activated record mode, so no clear answer to me. Long story short, the problem was that, for whatever reason, my brush was using the secondary colour, which as white.

Turns out, white colour won’t show at all, no matter which shader you’re using, so it seems to act more like an eraser rather than white ink. Ok, you’re probably thinking “rookie mistake”, but… ok yes, I see now that was rookie. However, on my defence I will say, that’s not intuitive. I did post the issue on both PluralSight, where I got the tutorial from, and also Facebook and GooglePlus. I got one good answer from the tutorial owner, which didn’t solve the problem, and not one answer with a plausible solution from the social media.

So there it is, if you were stuck with PolyPaint like I was, try checking your secondary colour. Or try painting with OPTION key pressed. Hope it helps someone else too.

The Gourmandiser Heads

The Gourmandiser Heads

A caricature I did of 2 clients I happen to be good friends with. I was experimenting with the 3D sculpting tools in Blender, and needed some victims – although when I asked them I said “models”, obviously. They’re Juliana and Charles, the heads of The Gourmandiser, a local distributor of amazing food to some of the top names in the dining and hospitality industry in Adelaide.