Friday 9 December 2011

SMART Targets

Over the next week I need to get at least line tests of the following done:

Zombie crawling up from paint.
Scuba diver rising from paint.
Character jumping on a paint tube.
Germ character sneezing.

I aim to make the movements of the characters as extreme as possible, I already have a few rough sketches of what these characters will look like that will be uploaded either today or tomorrow.

These will really be the main characters of mine in the animation, I might add a few more.
The rest of the characters I will do will be ones that appear only for a second or two or be background characters.
I plan to have a few black and white characters interact on the white boards, so these will probably be very sketchy to give the illusion that they have been drawn straight onto the boards.

We then have the xmas holidays to do more characters, so I can draw out hopefully about 3 moving characters for each scene.

MTV iDent Progress

Wednesday we all decided to sit down and re-evaluate our narrative for out iDent work, we made significant changes such as changing the setting from a city to a micro environment where the characters are little bigger than cans of coke, we also decided upon the theme of characters branching out from art supplies (characters coming from paint etc.), basically most of the ides have changed, but we have stuck with the idea of 2D characters in a Live Footage environment.

Characters included in the animation will probably be quite simple, we have a short deadline and quite a lot to do, so the more complicated characters won't have as complex movements.
Not sure if I'll actually use this guy, but I really like him
so I might keep him for another animation.

Monday 5 December 2011

Possible character doodles

Composition of a few rough doodles I did over the past few days, these are very rough concepts
for characters that I may use in the current iDent group project.
(The Big Fella is a very rough re-work of my main animation Villain, needs alot more work)

Friday 2 December 2011

MTV IDents

I have been looking forward to starting this project for a while... the brief is simply to create a 10 second ident for TV including the MTV logo. We have been set a few objectives by our tutor to get us to start incorporating different mediums, it has to be mix media and include live footage.
Already we have thought of a few basic concepts, we discussed the possibility of having small 2D characters composited onto live footage shot around Newcastle, perhaps including 3 very short narratives that link with each other, but that also work alone.



Our initial thinking is something a little like this.



Or (personally) this, although we're in agreement that 3D characters would probably take too long.

Thursday 1 December 2011

Neglect...

It's been a month since my last update and I feel as if I have totally neglected this blog, this post is basically a short recap on the work I've done since then.

Pictoplasma Yeti Entry - I recieved an email from Pictoplasma saying my Yeti will be one of 500 chosen shown in Paris, this was really pleasing and a great boost to my confidence as an illustrator as it is the piece I have entered to anything since I started Illustration/Animation a little over a year ago.

B-Move Group Work - This brief was to create a short B-Movie that used compositing, although I thought of the original concept/narrative that we used, drew out the faces for the character and helped out with the stop motion work I feel I could have done more within the group, as it is a first though I will aim to take much more responsibility in the next group task.

Presentation - Earlier in the week we showed presentations containing our proposal, treatment, progress and intentions for our animation. I feel the presentation went well and I covered most aspects, my main aim in the next few weeks is to redesign my characters as they are far too "safe" in their expressions and movements, this I think is mainly due to the fact that they are too square and as a result cannot be maniupulated as much as say a rounded character.

I also aim to start work on a short animation to enter into Pictoplasma by the 1st of February, simply to better myself as an animator, compile more work for my work related module and to just have fun with a short narrative that will allow me to be as creative and as mad with my characters as possible.

Tuesday 1 November 2011

Almost Finished

Quite a pleasent surprise, I've spent the last few days getting everything finished and sorted out, there are still a few things I have to do, such as a few more line tests, and an evaluation for each project, but aside from that I think I am on the right track and should be finished by Thursday night or Friday morning.
One of the big things I did was redraw my character elevations and add more expressions to my model sheets, I then assembled them, I still need to assemble the poses sheet, however this can be done very quickly.
I decided upon the name Boss for my villain character, and gave him a very, very stereotypical russian-style name, with his last name being Lebedev (wonder where I got that from...)


honestly I think my model sheets look like garbage... but I can't afford to toss around anymore with them, so they'll have to do.

Monday 31 October 2011

Halloween?

Apparently so! So I decided to draw some little pumpkin creature.
Instead of going out like most people I know, I decided to stop in and get more work done!
Managed to test out an expression for one of my characters using inkscape to see how long it would take compared to doing it hand drawn... to be honest it was six and two threes.
I like how clean this looks, I can see however how doing hand drawn framework will be easier even if it does not look as clean as this.
Obviously some things are wrong with this expression; the shoulders should have risen more and the nose and possible the chin of the character should have also moved as they seem abit static.

Sunday 30 October 2011

Death week

I really need to get a move on, finally managed to finish off my expressions sheet and re-do the character elevations (I felt the originals ones weren't really up to scratch).
Now I just need to put them on the backgrounds etc and get them printed.
I have a few character poses that need scanning in also.

Over these next few days I'm aiming to quickly get some line tests done, a few expressions for the other characters perhaps, and maybe test out doing the frames using vector art to see how long it takes.

I spy a few sleepless nights over the coming week, but I think I can get it done, if not I'll just have to try my best. I'll probably end up crying myself to sleep with the stress.

But on the bright side, we get a week off after the hand in...

and then...

on the 11th...

...Skyrim.

oh god...

Friday 28 October 2011

Pictoplasma Missing Link Yeti Entry!

This here is my entry for the Pictoplasma Missing Link competition thing.
I had fun drawing this guy, he was actually the quickest design I did and as a result is a bit more sketchy and uneven than the others, but I like it, it makes him a bit more shaggy/ragged etc.
Don't think there's anyway he will get picked after looking at some of the previous entries, but he was fun to do and he will at least make blog look more interesting.
I might actually print him out onto A2 or A1 for Final Show later next year along with some of my other characters.

Thursday 27 October 2011

Update

I managed to finish the walk cycle for my big character, it took a few extra days as my photoshop decided to stop working on my pc, it's still quite scrappy, the outline boils quite abit, but when it comes to the actual animation i will ensure this is alot cleaner, the shading was also done hastily, I plan on getting a drawing tablet so the shading for the actual production will also be alot cleaner.

Over the next few days I really need to get a few more line tests done, I plan on getting a few character expression frames done hopefully a few for each character I have.

I have also been working on my Pictoplasma entry, I was very indecisive about which to use so I spent quite a lot of time going back and producing different designs. I think I have narrowed it down to these two, although I am more keen on the right-hand design; it was perhaps the quickest design I did and I quite like the way it is slightly uneven and sketchy. The chosen design will be live traced in Illustrator and then obviously coloured up and then sent off at the weekend!

I had fun drawing these fellas

Friday 21 October 2011

Influences on Movement (Ripping Friends)



I really like the over exaggerated movement of the characters, specifically the way the big characters angle their body, with the head of them leaning right forward and their legs being quite far behind, this really gives the characters walk a lot of personality and force about it, I tried to incorporate this movement into my big character.

Thursday 20 October 2011

Update

So this week I really spent my time going back and forth through the animation module and the pictoplasma yeti one, honestly I'm probably enjoying the latter more, simply for the fact that with a single, still image I can go all out on a character design. Pictures of my character designs will be posted at the weekend most likely.

As far as the animation module goes I have still got a lot of work to do, I have finished a line test of my Big Guy so I have the movement of him walking pretty much sorted.
Over the weekend I intend to get this coloured up with a layer of shading, I also intend to get my Yeti entry for Pictoplasma finished.

Oh, and here's a rough version of my little character from the animation, needs tidying up, I will also most likely end up making changes to him too as I'm not 100% happy with it... but that's the case with pretty much every single drawing I have ever done.

Friday 14 October 2011

SMART TARGETS

-Still need to get these model sheets of the 2 characters sorted, I have all the elevations drawn out so colouring them up won't take long at all. I will work hard over the weekend to try get these complete.

-I have also started character designs for the work based module which is a live brief from Pictoplasma to design a Yeti/Bigfoot character. Hopefully by the end of next week I will have a final concept.

-I have began a side profile walk cycle for my small character, for this character I want a Dexter (Dexter's Lab) type walk cycle where his legs move very fast and also kick, I've done a 3 frame walk cycle with no foot roll so I'm hoping when I get them scanned that it will give that same effect.

-I plan to do a walk cycle of my big character in the next week along with a series of line tests for hand movements and various expressions, once I'm happy with these I will redraw them with clean linework and start to build up colour and then eventually shade. Depending on how long adding the shade will take will influence my final animation.

-I may also, if I find the time during the next week, plan out some scenery designs, I don't know whether to keep the scenery as a flat image or build it up using Cinema 4D.

-I am also planning on perhaps undertaking another live brief with a few others... we shall see.

I have slacked off abit in the last week, so I think I am probably behind a little, but as long as I knuckle down over the weekend and the next week I'll easily be able to get this stuff done.

Oh, and I still need to think of names for my characters.

Friday 7 October 2011

Weekly Update - Characters

Over the next week I really need to get these character sheets completely finished, as well as trying to complete at least a line tested walk cycle for one of my characters.
The main things I am worried about on the animation is the hand movements, I think i will need to practice by doing perhaps a number of reference drawings.
I have also slightly changed my narrative, changing the big character from a hopeful super-villain to an already established super-villain testing his gadgets and experiments on the little minion character I have designed, the character design for the big character will remain largely the same, but perhaps making him appear slightly more intelligent and changing his clothing.
Honestly I feel a little bogged down with the work after these small changes, however I think I will be able to get this all wrapped up within the next week.
It is probably a little late on to be changing aspects of my work, but I feel like if I am to work on this throughout the entire year I want something that I am completely happy with so that I don't get fed up half way through or decide to make changes later on in the project. The characters, remaining largely unchanged are at least sorted for me to begin line tests.

The movement of the characters will be significantly different from each other, although form what I have planned for my animation there won't really be that much movement, instead it will focus more on the expressions and reactions of the characters.

Big Guy:
Movement -  Strong, confident movements, fluent and quick, large strides
Expressions - Arrogant, confident, sinister, malevolent

Little Guy: 
Movement - Nervous, twitchy, unintimidating, small, quick steps
Expressions - Tired, nervous, glum, constantly scared

Friday 30 September 2011

1st Character... again.

I have yet again redesigned my character and I finally think I am happy with him. The body shape I was always happy with, the little legs, wide shoulders, huge arms and thin waist were all the stereotypical cartoon superhero aspects that I wanted to portray through the big character (being the "perfect" example of the super-villain candidate).
The face was really the thing giving me trouble, my first design was too plain and almost too much like Mr. Incredible, this was not intimidating enough and not able to portray the range of extreme emotions I wanted.
The second was developed (see previous post) and it was a little more unique, but again I felt it was too plain and uninteresting, nothing was really eye catching about him.
This one, which I hope will be my final, was more informed by cartoons such as "Billy and Mandy" and "Cow and Chicken".

I still however need to do the expressions and poses for this character AND design my other characters...

Wednesday 28 September 2011

Character One

This is the design of my first character; the big, beefy, intimidating guy.

Of course this is just a rough one, I will be editing some parts (specifically the face)  and adding more detail to make it a little more interesting as at the moment the image is quite flat.

This version of the character was done with the pen tool in Inkscape so it's a very clean finish, I intend the style of the actual animation to look a little more rough around the edges by drawing the frames and live tracing them.

Honestly this character has been giving me ALOT of trouble, I have redesigned him about 5 times now and after each time thought I had him finalised, there is just something (that I can't pinpoint) I am not totally happy with.

Friday 16 September 2011

A New Year...

...and with this comes a new project; an animation that will be worked on throughout the year.

Already I have a pretty good idea of what exactly my animation will be and what the style of it will be, these however still need to be finalized.

The animation will basically revolve around a Step-by-Step guide on the most important aspects of being a Supervillain/Criminal. Each point will be acted out by two characters who will be significantly different in both looks and personality and the two will be in competition with each other to be the best.
For research I will look at cartoons such as Ren and Stimpy to look at how the two characters bounce off each other as well as obviously researching into styles of characters and animations.

So far I have only one design for one of the characters, he is an almost stereotypical muscular, intimidating criminal, very tall and brooding, the other character that I have yet to design will be the complete opposite.
This time round I have decided to go with a different art style from the type I pursued last year, alot of the stuff I did last year was very simplistc, cute characters, this time I've opted for a more disney, comic book style approach, just really to broaden my styles.

I had a few previous concepts that I had a few character designs for, I doubt I will pursue these, but I will not dispose of them yet.

Wednesday 11 May 2011

Completed walk cycle

At last, it is done, the walk cycle that is, I fixed the feet the best I could so they didn't look quite so flat, I made the arms seem slightly more flexible and fixed the head as it movements were abit too extreme the first time round.

I also put the colours from my model sheet onto the character, I played around with their brightness in the material editor however as they didn't look too good on the model when rendered, so they are probably not exactly the same as the model sheet.

I will play around with the morph tags on the faces and perhaps render out some facial expression movements.

In all honesty I think a full 15 second animation is not going to happen, I simply think time is not on my side, I have a ton of paperwork aswell as the finishing of this here blog and my model sheet backstory.

Making the walk cycle was actually easier than it seemed, using the timeline I was able to plot out exactly were the walk would loop round again and plot all other movements based on those of the legs and pelvic movements.

Basically the walk cycle took places over 40 Frames, the very last frame is a copy paste of the very first on every limb movement, this ensured that the loop would be perfect as the last would feed perfectly into the first again.
On every leg movement the arms would move in unison as would the neck, torso and head, for  instance on the 12th frame were the one leg would move forward the opposite arm would move back and the body would tilt to the left or right, the head would swing in the opposite direction to that of the tilting body.

Once all the movement were complete I simply set the timeline to go from 0 to 39 and I would have a perfect loop!


So here he is, I was originally going to put a sack cloth texture on, but after testing this using bump maps etc. I found I actually liked the flat colour effect better, I will still produce a few screenshots with the cloth texture however to show the results.

Tuesday 10 May 2011

Some more inspirations and other stuff

I was walking back from the train station today and something totally random just popped into my head, if you've seen the animated film of the book The Phantom Tollbooth you'll recognize the Lethargians from the Doldrums.
This was totally unexpected and I don't know why those characters just popped into my head, but I think my character has at least some sort of indirect influence from them, especially in the kind of unstable and quite fluent movement.
I just really, really loved the animated film (granted I haven't read the book) especially the art style of Chuck Jones, just thought I'd voice my love for it aswell as the kind of indirect influence its had on my character.



I got bored
 Aswell as this sudden rush of nostalgia I realized since doing the vector art for the model sheets, I've really warmed to the kind of simplistic, cute characters and style of artists such as Tado.

This vector style is somethign I would like to continue into the holidays and get some more practice with, it's pretty easy to use and I love the final effect of it.

IT LIVES!

kind of.

At last I have at least a walk cycle for my little character done, my tutor set up a basic walk cycle for my character by moving the legs into the correct movements and setting them up for that it looped round seemlessly. This served as the blueprint for me to go back and move the rest of the body (torso, neck, head, arms etc.) to give the walk a bit of character and life.
I first decided to rotate the torso back and forth aswell as side to side on each step, the neck was also done in this way, swaying the same way as the torso, I set the back of the head to move from side to side and up and down also, the arms still need a bit of work doing to them to really get them to seem a little more flexible, this will probably be done by animating the shoulder poles. The feet need a little bit more work, sepcifically on the foot roll in certain places.

My tutor also put block colors on my character aswell as a background and floor just as a test to give an indication of what he will look like completed.

I'm actually pretty proud of this, I really like it!



Monday 9 May 2011

Targets

This is really just a brief evaluation of my strengths and weaknesses over the course of this project
Strengths
- The character design: I feel as the though the designing of a character would be my strongest point, it's probably one of the things I enjoy the most and therefore end up putting quite alot of effort into making a character.

- The realisation of the character in 3D: I am quite proud of the model of the character I have produced, I think it is probably one of my strongest pieces of work to date. I think the transition is quite accurate to the original design and I have employed and learnt about a lot of new techniques within Cinema 4D

Weaknesses
- Storyboard Concepts: I feel in this project these have been my biggest weakness, although I have a more-or-less complete character background and I know exactly what his personality is, I cannot seem to think of ideas that reflect this.

- Written Work: The written work is always something I feel could be improved upon, sometimes I think I do not go far enough in-depth in the research part of the module. I think I have probably not gone far enough in to such aspects of the research such as the programs and techniques that the animators use.

- Heirachy: I had quite alot of trouble getting my head round the heirachy and it took me longer than it should have to get it sorted out, I also needed quite abit of help to overcome this part of the modelling process.

Threats
- Technically Difficult: The main threat I feel is the technical side of the module, although I feel I am learning quickly and coming to terms with the programs, I feel the level of difficulty in this module is always a challenge.

3D bound and movin'


like a boss.
 

 At last after much trial and error and a fair bit of help from my tutor, the character has been fully bound and set into it's heirachy, this means that movement is possible!
The main problem I had with this model was definitely the back of the head, this required a fair bit of weight painting until it decided to work, it's not absolutely perfect now causing the mesh to crease, although I like this, it will really match with the kind of sack-cloth texture I am going for and all the wrinkles and creases that comes with moving such a texture.
I'm still not very confident that I will be able to produce a full 15 second animation, but I will definitely be able to produce at least a walk cycle or a series of other simple movements.
Of course the character still needs color and texture, I'm hoping he will really come alive when this is added.
The shoulder poles, which governs the way the arm bends, can also be animated! This will really allow me to create the kind of tentacle movement I am after in the arms.

Last week...

This is the last week of this module...
That means all work must be complete for Friday, this includes the texturing of the character, the animation for the character, the printing of my model sheet and the completion of written work for the modules that are not yet finished... I have a lot of work to do.

Texturing

One of the most important things to do this week is to put texture and color onto my character model.
My main inspiration for the texturing on my character is the character Oogie-Boogie form the Nightmare Before Christmas, don't get me wrong, I HATE Tim Burtons films, but I just really like this character. I tried to recreate the seem work on my own character and used this as the main inspiration on him, however  giving him both a different look and significantly different personality which will hopefully shine through in his movements. I'm hoping in the texturing I can give the illusion of a rough, sack texture.

Another character I like in terms of the texture and coloring is a character called Brock O. Lee, I really like the texture and color of his body, it really shows a lot of detail and it almost looks real. I'm hoping I can achieve a high level of detail in my own texturing on my character.



Character

So far my character is going along quite well, although I am very worried about getting an animation done, if any movement at all. I have bound some parts of the character such as the nose, and it does not seem to be causing any major problems, there have been a few problems with binding the segmented parts, but these shouldn't be too difficult to fix.
The only real problem is when I bind the back of the head, when I bind it to the body and try to move it the whole body just tears.

Model Sheet

All the elevations are done, I just need to type up the backstory and put the color references on, I will also include a few facial expressions, this shouldn't take long at all.



Once all of these are complete I will upload the images of them.

Tuesday 3 May 2011

Plan for the week

The main aim for this week is to get all the written components for all the modules that will be handed in next friday
Alongside this I will be attempting to complete the rig for my character, all that is left is to use inverse kinects on the head and nose and then add a master control to move the entire character.
Of course after this I will need to sort out the weight painting and texturing, hopefully I will be able to get this done over the weekend.

If I manage this then next week will simply be a case of evaluating, making the short animation and tieing together any loose ends for the modules.

3D Character

It's been a while since my last update on here, mainly due to enjoying the easter break off and the nice weather for a change.

As far as progress from my last post goes, I have not progressed as much as I would of liked to in the project, I have however made some changes to the model itself and also got a fair way through the rigging process (the arms, legs and feet being completed).

The main change to the character is the addition of a stitched seam down both sides of the character, I decided to do this to really give him more of the appearance that he's a hand-sewn piece of cloth.
I also had to weld the end of the head into a point as before it was quite square and quite noticable.

The only problem I have with the character so far is I feel he might not show enough of a zombie-like/neglected appearance, this may change when I come to apply textures etc. Looking back I would of probably changed my original character abit more too.

So far though I feel, in the technical aspect, quite proud of the way he looks, I really think I've made alot for progress since the start of the course after looking back at the quality of my old work.

Monday 11 April 2011

3D character creation - progress

Over the past few weeks I have fully completed my 3D model and began the rigging process for the character.
The entire character now has a skeleton, yet only the arms have controls for the movement and have been placed in the heirachy.
The past week has been spent really just neatening up the characters controls and the skeleton to ensure it moves as I want it to.
By the end of the easter holidays I hope to have the rigging process competed along with the controls and the weight painting and begin work on the animation itself.

Also the two other modules I am undertaking will also be progressing over the next few weeks, I will aim to have the illustrator file complete by the end of the easter holidays or by the week following it.

Aside from these modules I have also been watching various animations, today I watched a one called Logorama in which nearly every aspect of the animation was made up from a corporate logo, including the characters, landscape etc. It was a really good animation and I really enjoyed it, it was fun not only for the character animation and the narrative but for picking out the logos used.

Tuesday 22 March 2011

3D Character creation progress.

 So far the character is coming on quite well, I changed a few aspects of the character slightly and decided to include a sew in mouth, I will go on to make 3D button eyes, perhaps some more stitching, etches on the nose and of course the limbs of the character.

Aswell as having the character with full 3D features I will keep a version where he will have 2D features on a 3D body to see which style works best.
So far I feel the modelling process is going quite well, I'm dreading the rigging process, I can safely say something will go wrong

Monday 21 March 2011

3D character creation

These are a few examples of 3D animation that will be of inspiration to me when I make my own.



Tokyo Plastic - I really like this animation, I like how he they have used very simple characters and made a quirky animation, as my character is quite simple also this shows how I can use a short narrative to really make the character come to life.



David O'Rielly - This another short animation similar in style to his "RGBXYZ" which I really liked, his style is very interesting, his work shows that the animation visuals do not need to follow set rules or look a certain way for the animation itself to be thought-provoking and interesting. Granted, this isn't really my style, but I really appreciate his work.

Thursday 17 March 2011

3D character creation - changes


 I decided to make some slight changes to my character in Adobe Illustrator, on the left is the character before hand and the right the changed version.
I decided to change him slightly to make him more scruffy and almost zombie-like to fit with his disturbed and insane personality, it also shows him in a more decayed state than the previous verson, especially with the use of a deflated, carrott like nose, his sewn in mouth and the fact he only has one eye. I'm still not 100% sure of the colour but i like the way the green makes him look almost undead. I also changed some of the line work to make it alot scruffier.
I will not be scrapping the previous version however, as it will be able to fit into the backstory of the character and will show how he used to look before his decayed state and his change in personality.

Monday 14 March 2011

3D character creation

I'm beginning the process of making a 3D character... at the moment however only the 2D character elevations have been drawn out and the vector-based Illustrator artwork is underway.

The character itself is very simple, mostly for the fact that I really like the simplistic style of characters such as Underdog and various Cartoon Cartoons such as Dexter's Lab, I also chose to keep him quite simple due to the fact that I have never actually done 3D work before, so I don't really want to over complicate things by doing a character that's too complex.

I have a rough backstory thought out for the character that will inform his personality.




 These 2 haven't got anything to do with the 3D stuff but I drew them as part of the original character designs in the previous project and really like 'em so I decided to stick them up on here.

Completed iDent


My iDent, tried to keep the illustration style and the movements as simple as possible to keep that very simplistic, minimal style yet still have a quirky little narrative. Some aspects of the animation I'm unhappy with, so I might go back and change a few parts.

It's canny though.

Monday 28 February 2011

Final Week - iDent

Now that I have finished my iDent animation (albeit very sketchy and rough) this week will mainly consist of putting the audio together with the visuals and finish off any outstanding work for this project

Monday - add the sound-bed to my animation in Premier or Final Cut and render it out using H.264 compression and burn to disc.
Tuesday - Thursday - From tuesday through to Thursday I shall make sure I finalize all the paperwork, such as the research, Treatment, Proposal etc. Also complete the evaluation.
Friday - Deadline, all work must be complete by about 1pm this day

Monday 21 February 2011

Week 4 - i Dent process

The 3rd week of this project was mainly continuing on with the hand drawn assets ready to live trace into illustrator.


Monday - Continue on with the assets in illustrator.
Tuesday - The assets by this point will be finished or nearly finished and almost ready to animate.
Wednesday - Once the assets are finished I will begin the animation process in either Cinema 4D or Aftereffects
Thursday - Continue on with the animation process throughout the day
Friday - Again, continuing on with the animating process, this could be continued on through the weekend but will ideally be finished by monday ready for rendering and importing the sound bite.

Monday 14 February 2011

GASTON CABA

Like with the work of Tado, I really like the vector based illustration style used, again I really like the simplistic style of the characters and the block shading and the black outlines. Overall I quite like his style, although I prefer a style with a little more detail in the characters facial expressions.
TADO

The work of Tado is very simple, vector based illustration. This is probably my favorite example of his work, I really like the simplistic style of the character, as well as both the colors used and the vector style used.

Monday 7 February 2011

iDent Example 2



Again this concept is incredibly simple, but is made interesting by simply having a quirky and original character

iDent Examples 1



The concept of this iDent is very simple, but the characters really make the final product an interesting and quirky piece, this is a perfect example of how to turn a very simple concept into a good final product just by having interesting and engaging characters.

Week 2 - IDent

Monday: Carrying on with proposals, improving and finalizing them before inserting them into a broken down shorthand version for the powerpoint presentations the following day.

Tuesday: Proposal presentation, present rough concepts in a group discussion and finalizing final narrative concept with contributions from peers and tutors.

Wednesday: Begin work on the treatment of my project, going into detail about the concept, the art style and producing a final storyboard with a coloured frame showing exactly what the final product will look like in terms of it's aesthetics.

Thursday: Carry on with the coloured frame and finish off the treatment, making sure I have covered all aspects of the animation and making sure each is in detail.

Friday: Once all these aspects of the pre-production work have been finished, begin work on the assets for the animation, this will continue over the weekend and throughout the next week until they are finished and ready to animate.

Monday 31 January 2011

iDent - Week One

Monday
Tuesday
Wednesday
Thursday
Friday
Research into existing professional standard iDents relevant to the brief providing annotation on the style and techniques used.
Research will be done by looking at existing examples on the iDent library on the E4 website and various other commercial animation websites.

I will also research into various illustrative and character-based concept art that will inform the creation of my own characters, again commenting on the styles and techniques used and why I would like the apply them in my own character.


I will start to think of various concepts for my short animation; I will produce a range of ideas so as not to rely on one idea in the early stages of development. I will link the concepts back to the brief and the other aspects mentioned in the proposal and the treatment.


Writing up the proposal and the treatment for my own production. The documents will explain the theory and context of the work as well as the concept and how they relate to the brief given.
They will outline such aspects as how I will like the animation to look, what techniques and programs I may use, the intended audience and the concept.
It will also concentrate on how I will carry out the evaluation process.
Once I have produced these parts of the pre-production work I will begin work on rough character concepts and rough storyboards of the narrative, commenting on the shot type, movement etc.
Once I have finalized my rough storyboards, I will produce a set of polished images in color to show what the final concept will look like.

I will also begin work on my PowerPoint presentation for the following week, the presentation will include all research, video clips and concepts, which I have produced and will be presented to the group for feedback.