Wednesday, December 2, 2015

December update on pantomime

Ben busy with moving and the holidays but here is some more progress on the cat and the coin scene.



Thursday, November 19, 2015

Coin Animation Update

Been sort of busy but here is an update on this pantomime scene that I have been working on a bit.


Monday, November 9, 2015

Pantomime coin scene update

A quick update on this scene that I've been working on a bit, still has a lot of work that needs to be done but i managed to smooth it out a bit and fix some of the bigger problems i was having.


Friday, November 6, 2015

Pantomime Day 1 Update

Started working a new pantomime scene with a new rig I found, trying to go for something more cartoony and exaggerated.


Tuesday, October 20, 2015

Walk Cycle Exercise

Decided to take a break from my longer projects to make a walk cycle and actually complete something. I made a walk Cycle inspired by Jojo's Bizarre adventures since it's what I've been watching as I work or pretty much do anything right now. So much poise and such crazy poses in this show I love it. (better quality can be found on my vimeo: https://vimeo.com/143054108)


Monday, October 12, 2015

Indie Speedrun! October 2015

So I had the pleasure of working with some friends on an Indie Speedrun challenge this weekend. For those of you that don't know (I didn't before this actually) indiespeedrun.com is a website that lets you create a team and for a small fee your team can enter a 48 hour create a game contest. Once you sign up you are given a clock with 48 hours on it, a theme, and an asset that must be in your game. Once that is done you just complete whatever game you want that contains the requirements and submit it to be judged the following month. It was a blast to work on this and it really forced me to learn a lot on the fly. I was tasked as the teams animator, but also the rigger and part time modeler, so me, another modeler (Kp Kriengkomo), and our programmer ( Ashley Ross) got to work.

Here is a video of the main assets I worked on, the only 3 characters in the game. Aside from this I mainly worked on small props and other models for the game such as the planets, some rocks, and small knick knacks. You can download the game at http://t.co/CTRgesqpTf it's called Flight of the Jellyfish!

Wednesday, October 7, 2015

Update - October

So it's been awhile since I last updated this blog, but with graduation and then going all the way to Thailand it's been a bit crazy, but I'm finally back to work and it feels good. I've been working on a character from scratch (he's all modeled, mostly rigged, and textured) I'll post that as soon as my PC has internet again and I've started working on a pretty big personal animation it's about 30 seconds long so it should be a while before it's polished, but I will post updates soon for now here is a quick screenshot of the layout so far (probably going to change the camera angles a bit later on).


Wednesday, July 15, 2015

Quick Update - July 2015

I've been hard at work on my final month here at school and gotta say it has been a lot of fun. My final project is a dialogue scene, here is what it looks like so far, been working on it for about a week and a half


Lots of improvements to be made, but im proud of what I've done in the short amount of time that I've had. I even got more of my lighting setup done for the scene so thats one less thing to worry about. I'll try to update soon, but if I don't you can always find my latest work on my website at reyesanimation.com

Wednesday, June 10, 2015

June Update

So I finished PCC 1 last month which means I finished working on my pantomime scene. Overall I don't think it came out badly, but I'm always learning and I think I will revisit it in the future. For now I am focusing on PCC 2 (hardly a surprise). This month I am working on a walk cycle, run cycle, and a hit and knockdown scene. That last one being the hardest by far, I've already started it over with much better results this time around.

Here is my pantomime scene all rendered out:


now on to my current projects, The walk cycle and run are in a pretty good place so I've been focusing my attention on this hit and knockdown. Getting the force and impact behind the attack seems to be the hardest part of the whole process, but I think I'm getting the hang of it.




I also finally managed to get my business cards printed and they should be here soon and for those of you that don't know I also have a website up and running as well at reyesanimation.com. Well I think thats it for now, I'll update again once I finish or get closer to finishing PCC 2.

Wednesday, May 6, 2015

Quick asset update - pantomime scene

decided to upload this quick playblast of the scene I'm working on right now, its about 20 hours of work in this scene right now. Might try an alternative version of it soon, but I wanna finish what I've started and see where it takes me for now. Still needs lots of polish and the poor dumbbells aren't even finished yet, but all in all its getting there.


Wednesday, April 29, 2015

Update

So I've been pretty busy the last couple of weeks, but I finally have some time to talk about what I've been doing. I've started working on my demo reel, getting everything blocked out and ready to go for the coming months. With that I've been doing some animation exercises in class including peels, takes, and some speed poses.


I've also started working on a small passion project with a friend in unreal engine and it's been a blast working through everything and getting everything up and running.

For the next three months I'm going to be working on my demo reel so I'll  do my best to keep this blog updated with my progress on everything and upload some videos showing my animations as they start to come together. Finally here are a couple more exercises that I did this month to get ready for my reel:





Thursday, March 26, 2015

Final Sneeze - Art Test

Here it is the final sneeze. Put a couple of weeks into this and learned a lot from all the critiques I got, overall I'm happy with how it turned out, I think if I had more time that I would have tried more endings to see which one fit best though this one wasn't too bad. The Joe Rig was spectacular and once I got used to it I was working extremely fast it was wonderful.


Friday, March 6, 2015

Sneeze Test - 2


More progress on my sneeze, changed the lighting to make the face easier to see and to show more emotion. Added some more arcs and fixed the ending up the a bit. I feel that I can fine tune this a bit more and then I'll move on to adding in the hair and tweaking the facial animations more.

Wednesday, March 4, 2015

Sneeze Test - 1

Working on my Full Sail Art test, for this test we needed to animate a sneeze using any rig that we wanted to use so I ended up using the Joe rig from onone anim school. This is a preview of what it looks like right now. I just finished up the blocking stage and and moving on to my first pass.



I'll try to keep posting more updates as they happen.

Monday, February 23, 2015

Lifting a heavy object Exercise - WIP 1

been working on something on the side to practice for my demo reel. This is a quick wip of a heavy lift animation that I'm working on. I still need a lot of work especially in the timing of of certain areas and maybe some more inbetweens for Joe. I have a lot of work ahead of me, but I'm proud of the progress, next step is the hands and facial expressions and fixing the ending.


Wednesday, February 11, 2015

Animation Exercise - Jin Object thrown animation

A quick little exercise I've been working on for a couple of days to practice before I start working on my Demo Reel.
Might work on it some more, but I like where its at right now.

Wednesday, January 28, 2015

VEF 2 - Houdini Water

For this assignment we were tasked with creating realistic water in Houdini using the flip fluid simulations tab. In a week we were tasked with using video reference and creating a scene that accurately recreates the video. I chose water being poured into a glass.


I set up the scene with a glass that i modeled in Maya and set it as static object in houdini. To import the object i needed to bring it in as an alimbic file because houdini was having a lot of trouble reading OBJ files and they would sometimes disappear.
Then I started the simulation process and kept tweaking my settings to make sure that the water did what I needed it to. I made sure the water would not splash out of the glass and that it would also behave like the small amounts of water that I was trying to create and not like an ocean being spilled into the cup. The cup had lots of issues retaining the fluid, but after turning on laser scan and increasing its number of divisions I managed to get it to hold the fluid in.

Finally i got a result that I liked and cached out the particles as well as the geometry that it created so that I could render it without having to resim every time I needed to check on something, added some shading and made my cup into a glass and finally got it rendered.



My settings could have been a bit better especially with the grain on the glass, but over all I think this assignment turned out well even with all of the roadblocks that I ran into.

Sunday, January 11, 2015

Practicing with nCloth

Learning how to tear nCloth for a little animation that I'm working on for class. Now that holidays are over I will be posting much more often. As for the troll I've been working on him too just haven't posted any of the progress that should be coming soon as well.