Here’s a 15 second spot we created at Pixel Farm for General Mills’ Box Tops For Education program. Tony Mills (Inferno Artist) Wrote, Designed, and Directed, with myself as the 3D Artist & Animator. If you’re a box tops contributor, this one’s for you!
And for you animation savvy people, here’s some technical notes:
The Box Tops pile was animated using nParticles in Maya and by using instanced geometry on the particle simulation for the Box Tops and the dollars. Everything else in the scene was key-framed, including the collision dollars when the items pop out of the pile.
If you show any interest in any other part of the process, send me a e-mail and I’d be more than happy to respond!
Remember all of those MonsterQuest videos I posted a while back? Well now it’s all in one tidy package. This is basically everything I’ve already posted with a few more shots from the show, but condensed into a short edit.
Here’s a quick recap of this project:
At Pixel Farm, we worked on History Channel’s MonsterQuest Season 4, creating CG elements for 9 episodes over a course of 5 months, starting back in October 2009. It was around 30 seconds – 1 minute of animation per episode, depending on the content of the show.
At Pixel Farm, we recently completed the in-game graphics for the Twins’ new baseball stadium (Target Field). Since I was working on MonsterQuest as this project was in production, I only had a chance to work on one of several animations: the homerun situational graphic.
I worked on the end part where the ball collides with the text and everything shatters, using particles instancing & keyframe animation to achieve the effect. The main challenge of this project was figuring out the timing for the slow motion. To do this we animated a moderately paced timing, and changed the “by frame” at render time to get more or less frames. Because of this extended sub-frame sampling, we had to sub-frame sample our particles too, which took a really long time to simulate. But after all of that, we created something of insanity…and everyone felt great about it.
Here is my submission for The Challenge. The topic was Winter. I chose to mimic micro photography with showing a small section of ice found in a cave or something.
Another two week illustration for the Minneapolis Art Community. The topic was an 8-bit re-design of a character. I chose Scott O’Connor from Kabuki Quantum Fighter, a Nintendo game.
Not sure if I correctly placed the Japanese text, or if it’s even written correctly. It should read the title of the game on the right, and my name on the left.
Hello! More professional work, and I’m really excited about this one!
For this, I built a new model shoe for New Balance and animate it in the same style as their previous commercials. They sent us the sole in CAD format which was converted in Maya to geometry. I took that into 3ds Max, cleaned it up a bit and separated the pieces out for animation. For the top, I used the CAD sole as my template for rough proportions and photographs / reference of the real shoe they sent us, breaking up all the parts I think would need to be animated.
I had to tweak the top part quite a bit before approval, in which I finalized the UVS and exported back into Maya. From there I used a combination of blendshapes and bend deformers with basic rotation and translation animation of the shoe. As I was animating we referenced my scene so we could texture / light / render simultaneously. It was about a 3 week turnaround, and I gotta say, it went pretty smoothly and had tons of fun!
Ah, finally some personal stuff! Here are animation tests for the characters of my next animated short: Ninja… Squirrel?!
These are mostly for motion timing / flow and acting. There are obvious intersections with cloth and skinning that will be addressed on a per shot basis (although skinning has been fixed now). These also have allowed me to set up my render layers and make master character files so that I don’t have to worry about render layer setup once my shots are done, for the characters at least.
This is a project I worked on with a colleague at Pixel Farm, Eric Schulist. The goal was to demonstrate visual effects integration into a live action plate rather than an in-depth story. It was entered into a local visual effects festival, Minnesota’s Electronic Theater, and shown. I was responsible for the modeling, animation, some simulation, and dust/plasma particle effects.
A concept I developed after traveling on a plane with an annoying kid kicking my chair. This animation expresses what the situation felt like and what I wish I could have done.
Created for a physics challenge held at my school. The concept was to show how rockets placed on the ship moved it around. Although I only got around to rendering the main engine rockets…