Author: AnimSchool Page 3 of 20

New AnimSchool Character: Marshall

For Immediate Release

Orem, UT  United States – September 11, 2014 — AnimSchool is proud to present our newest character, Marshall, exclusively for AnimSchool students!

AnimSchool is the leader in appealing, flexible characters. Our students animate with the most refined, advanced characters, using the popular AnimSchool Picker.

Marshall has clothing options: shirt, jacket, pants, shoes, poseable toes, as well as fat controls and UV’s for textured rendering.

AnimSchool rigs are built with each part and control being tested to extreme levels, making the strongest poses possible.

You can see the range of motion and poseability students can achieve with Marshall.

AnimSchool students are using him to great effect, like this shot below from graduate Ricardo Puertas!

To use Marshall, apply to an AnimSchool program or individual class.

AnimSchool characters and the AnimSchool Picker are used by more
than 20,000 users worldwide, and have been used to win numerous
animation contests and for commercial needs. AnimSchool is known as the
most trusted name for appealing 3D characters.

With over 200 students, AnimSchool
was founded in 2010 to bring character-focused 3D animation instruction
to students all around the world, through live online sessions with the best film professionals.

Contact:
Isaac Nordlund
AnimSchool
admissions@animschool.com
560 South State Street, Suite F3
Orem, UT 84058

801 765-7677

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How Do I Choose the Right 3D Animation School?

What Should I Look for in an Animation School?

In order to shoot for the top in your profession, you need
to learn from the best. Look for instructors who are
currently working at some of the most popular studios in the
industry. From Dreamworks and Disney to Pixar and Blue Sky,
make sure the level of instructors prepares you for the 3D
workforce. Students should have full-time pros available
that provide continuous interaction and help with
problem-solving.
Are the sessions with the instructors live–not stale,
out-dated recordings of past lectures?

Any fair comparison will show: from animation, modeling and
rigging to drawing and art classes and additional open
review sessions, AnimSchool offers many more hours of live

teaching than any competing school, dollar for
dollar.

What Aspects of Learning 3D Animation are Important?

There a number of animation courses out there, so look
closely at what they offer. Your school should provide
students with the highest quality character rigs,
the best instructors in live classrooms, then the
access to watch recordings of all of those classes,
the chance to get multiple review sessions each week,
extra classes to develop your art and drawing skills, a
place to collaborate with other students, see each
others’ assignments and leave comments.

A 2009 study, “The Development of Professional Expertise” showed the best way to learn at the highest
level is to get expert coaching. Have the student’s
performance evaluated so the student begins to notice
the differences — the gap between their performance and
expert-level performance.
The process is repeated so
the student’s perception matures along with their ability to
follow any set of steps. To use this approach it isn’t
enough to just watch lectures on your own, so look for a
school that can provide this steady feedback loop.

Look for an actual registered school, so they have
a long-term commitment to your education, helping
advise you through the program and advocate for you after
graduation. A school can provide that continued support and
relationship of trust, more than any loose set of workshops
or standalone classes. Learning animation isn’t a quick fix
— it’s a long process, so you want a school that is there
to assist you along the way.

Look for a dedicated support staff. People ready to
answer the phone whenever you call
with a problem.

The school’s curriculum should give students a broad
overview of the animation field, while focusing on specific
skills that will qualify the students in a competitive
field. You may not want a school that teaches too broad a
curriculum: by the time you’re done, you may be a
jack-of-all-trades and master of none– and unable to
find a job.

A school that is too focused one one job only may leave you
with limited options to branch out to neighboring skills.
A school teaching more than one narrow job title may be a
big benefit if you ever want to try a different job in 3D
animation.
Or if you may want to make your own 3D animated short
someday.


AnimSchool offers the best environment for aspiring
students of animation– we offer our students all of the
benefits listed above. But remember that while your school
provides you with opportunities and tools for
success, it is up to the student to apply the teaching with
many hours of focused effort, daily.

Are Drawing Skills Important for Learning 3D Animation?

Can you learn 3D animation skills even if you can’t draw
well? Even if you are not skilled at drawing now, look for a
school that is committed to teaching the art as much as the
technical skills involved in learning 3D animation.

You can apply to animation schools with limited drawing
ability, but you should plan on becoming a better artist
through your schooling — and beyond! The animation world
needs artists with a confident vision of what they want to
create, more than technicians looking to others for artistic
vision.

You could get by without drawing, since it’s true that some
animators, modelers, and riggers don’t draw well. But
developing drawing will develop your artistic ability, which
increases your skill and makes you more attractive to
employers.

As Pixar and Disney president Ed Catmull says, learning
how to DRAW is really about learning how to SEE.

AnimSchool offers our students a free live drawing or
art class
most terms, and free access to all previous
drawing and art class recordings — hundreds of hours of
learning.

Is Location Essential to Learning Animation?

You may look for animation colleges close to your home, or
one close to the places you’d like to work someday. But did
you know you can also learn right from home on the web?
Some students supplement their studies at a brick-and-mortar
college at an online school like AnimSchool. They may attend
at the same time as they’re attending college, in between
terms, or after they’ve graduated.

Since 3D animation is a competitive field, many find they graduate

traditional college only to discover it’s very hard to
land that first job without the close mentorship of top
animation pros.

Some students choose not to go college and go straight for
the highly successful learning model available at an online
animation school. Far from being disadvantaged, many of
those students find they qualify for top animation jobs —
over their brick-and-mortar peers.

AnimSchool is all online–on your computer, over high-speed
internet. Using the latest in web conferencing technology,
students can learn the craft of 3D computer animation right
from home.

Will I be Certified?

Look for a school that offers certification for
their instruction. That means they have complied with all
state regulations and tax laws for operating a school,
follow licensing laws designed to protect students from
fly-by-night classes that may be here today and gone
tomorrow, and have the proper infrastructure for
administering student needs. But remember, the most important qualification is not a piece of paper, but the skills you present in your portfolio!

AnimSchool provides students with a 21-month certificate
program
, and employers are recognizing the quality of
our graduates who’ve earned those certificates.

Whatever choice you make, AnimSchool is here to help if you
want to learn 3D animation at the highest levels.
Click here to apply to one of our programs (or take a single class).

AnimSchool’s New Character, Mikey!


For Immediate Release

Orem, UT  United States – June 25, 2014 — AnimSchool
announces today their new character, Mikey. Mikey is a film-quality boy rig. Mikey is exclusively for AnimSchool students.

Like all AnimSchool character rigs, Mikey is designed for maximum
flexibility and appealing poses. Animating with the most refined, advanced
characters allows AnimSchool student
work to stand out among competitors. AnimSchool Character students can
use Mikey and the other advanced character rigs to learn the arts of high-end modeling and rigging.

Mikey has clothing options: two shirts, pants, shorts, shoes, poseable toes, and UV’s for textured rendering.

Student Work: Carlos Rivas and Orkun Sanal

AnimSchool students are using Mikey in their animation assignments, enjoying his natural appeal. They appreciate having access to best rigs and tools available, making their animation work more enjoyable.

Here are some of their comments about Mikey:
“This is quality!” 
“Awesome!!!”
 “He is so cute. 
Oh man!!!! I can not wait to play with this character.”

AnimSchool characters are used by more
than 20,000 users worldwide, and have been used to win numerous
animation contests and for commercial needs. AnimSchool is known as the
most trusted name for appealing 3D characters.

With over 200 students, AnimSchool
was founded in 2010 to bring character-focused 3D animation instruction
to students all around the world, through live online sessions with the best film professionals.

Contact:
Isaac Nordlund
AnimSchool
admissions@animschool.com
560 South State Street, Suite F3
Orem, UT 84058

801 765-7677

###

AnimSchool Announces New Gaming Courses

AnimSchool announces today our three new gaming courses:

  • Introduction to Gaming Animation
  • Game Animation Pipeline
  • Advanced Game Animation

Game animation students learn the animations, tools, and skills specifically required for working in games.

Students learn about game theory, interaction, working with game engines, importing animation into Unity, and working in game cinematics.

AnimSchool animation students can now choose a gaming emphasis, replacing animation classes 5,6 and 7, or take them after completing the program.

AnimSchool is known around the world for flexible, appealing characters. Over 20,000 people around the world use our AnimSchool Picker and “Malcolm” character, which has been used for commercials, short films, and to win dozens of animation awards.

AnimSchool students can learn modeling and rigging as well as animation.
Come join the over 200 students learning with us.
www.animschool.com

Marnie 2.0

Today AnimSchool announces Marnie 2.0, a new version of Marnie with mix and match outfits, like the ones shown here, and other rig and model improvements.

Using AnimSchool Picker, students can turn on and off entire costumes or individual parts. You can even make her barefoot, since she has poseable toes!

AnimSchool specializes in appealing characters, from our world re-knowned “Malcolm” character to Coach to Scout.

Students have been using Marnie 2.0 in their animation assignments this term, and enjoying the many clothing options.

Marnie is exclusively for AnimSchool students. To use Marnie and learn
from our amazing instructors, apply to be an AnimSchool student. Come
join the hundreds of students and dozens of world-class instructors at AnimSchool!
http://www.animschool.com/Members/NewStudent.aspx

You can see lots of student examples on our facebook page:
http://www.facebook.com/AnimSchool

)

New AnimSchool Animation Student Showcase

AnimSchool presents the latest animation student work! Congratulations to all the talented students at AnimSchool.
Look for a separate modeling/rigging Showcase later!
To apply to be a student, visit www.animschool.com.

AnimSchool Interview: Modeler Ryan Tottle

We’d like to welcome Disney Modeler Ryan Tottle. Ryan, can you tell us a little about your background and how you became a 3D Character Modeler for Disney?

I started off in
the welsh art college ‘Glamorgan Center for Art and Design Technology’
where after a foundation course in all forms of art, I decided to study
2D animation. It was a 3 year BA hons program. I made a few monster maquettes and anatomy studies in my final year and found that sculpture
was my real passion. After college I found work in the Make-up FX Industry, the first company that gave me a chance was Hybrid FX, thanks
to Mike Stringer. (That’s always the hardest part, being given your
first chance)

I continued for a few years as a freelancer in
Makeup effects, sculpting prosthetic appliances (old age makeup etc) and
big rubber monster suits. I kept sculpting my more personal work in my
spare time, building a more refined portfolio.

Meanwhile: I’m in
contact with Alena Wooten, who I met on Deviant Art and we become good
friends. She was working at Blue Sky Animation Studios as a maquette
sculptor.


RyanTottleSHOWREEL2010 from Ryan Tottle on Vimeo.

In 2008 I got invited to work on a horror movie at Plan 9
FX in Madrid, by my friend Valentina Visitin. We’d been working together
at Neill Gorton’s Millennium FX in London. I spent a few months in
Spain and Alena came to visit me. I remember she brought a Scrat
Maquette to show me (sculpted by Michael Defeo) it was primed grey and
the light rolled over the forms so elegantly. It reminded me of studying
the animation maquettes in college. I actually always had an interest
in those sculpts, they seemed to be a more minimal approach to
sculpting. They were more subtle and selective in their forms and so
full of character.

Once the project in Madrid was over, Alena
invited me out to stay in New York for a few months where I was
introduced to Lots of very inspiring Blue Sky artists. Michael Defeo was
Alena’s supervisor at the time and we hung out. Alena and Mike shared
their knowledge of sculpting 3D characters, it was very inspiring.

Maquette by Ryan Tottle, design by Shiyoon Kim

Mike
had mentioned how much I could benefit from learning 3D modeling
software, especially Zbrush, since I’d been working in clay for my
career to date. So, I got to work on teaching myself Maya and Zbrush
through online tutorials and help from my friend David Strick (who was
at Blue Sky at the time).

I moved to New York in 2009 to Marry
Alena. When I first arrived, I couldn’t work for 3 months because of
immigration reasons, so I kept working on my portfolio and making Zbrush
characters. Once I could work, I was hired by Tony Jung to help work on game characters at Kaos Studios in New York City. This is where I further refined
my knowledge of CG.

In early 2011 I got an email from Shiyoon Kim from Walt Disney Animation Studios, asking if I was interested in
applying for a modeling position. It turns out that he’d seen one of my maquettes based on his character design. So, I applied and got
hired as a Trainee to learn the 3D animation pipeline. I later got
hired as a Modeler on Wreck-it-Ralph, and I’ve been at Disney ever
since.

What were some of the challenges going from sculpting in traditional clay to 3D Modeling in ZBrush and Maya? How did you work through those challenges? Are there any tips you’ve learned along the way?

I think the most challenging part for me was learning the software and the principles of CG. It was like learning a new language, a different way of thinking. But, being familiar with sculpting three dimensional form helped me see the light at the end of ever growing tunnel.

Learning what a vertex is, is pretty weird when you’ve never had to think in that way before. It just came down to repetition, doing it every day for hours on end. It took me about 2 years to say “now I’m comfortable to say I can sculpt in CG to the quality I can in clay.” It’s never quite the same obviously, they have a different look, it’s subtle.

Another challenge for me was the rendering side of things. A physical sculpture is always rendered with real world light and shadows, which is always way better for reading how light falls on the surface. So, I like to print out the models to get a real feel for the forms. My advice is to do both physical and digital. Clay sculpting feels like a mental workout for me now, I try to do it at least one night a week.

How do you think having a traditional sculpting background has helped you in the 3D Modeling Industry?

It has helped a lot. I found that having an understanding of the principles of sculpture made it easier to figure out the forms in a 3D software. I guess it’s just the amount of practice I’ve had working on 3D objects in the physical. It seems to be the same reason that things like life drawing are always recommended. It gives you a real tangible perspective on how to model shapes.

Zbrush has made this a faster process for me though, less labor intensive. It’s less about moving actual material around, it can happen instantly in a 3D software.

With having work experience in modeling game characters and feature characters, what are some of the similarities and differences in modeling in the two industries?

In my experience, there has been a pretty big difference. Mainly in that a lot of the games are going for a hyper real look these days. Sculpting those characters was more similar to my makeup FX days. The characters were more organic in their shapes and were generally less criticized than animation characters that tend to have more of a clean, simple, graphic, feel. There seemed to be more room for error on hyper real characters. I found organic sculpting can be quite forgiving at times, especially when there are a lot of textures on the surface.

When sculpting ‘simple’ ‘toony’ characters, you are in a sense given a more limited palette of shapes to use and each curve/edge is super subtle and can make all the difference to the success of the piece.

The other thing is that game characters are usually made with triangulated meshes and animation characters are usually quad meshes, which can be subdivided for render time, so it’s a bit of a different challenge. I found working with triangles a bit less intuitive to get the forms I wanted. There’s something I find more natural about the flowing edge loops of quad meshes, and they’re nicer for sculpting in ZBrush, they smooth more predictably.

There are similarities of course, you still have to apply a lot of the same aesthetic rules and techniques to make a nice model, and try to hit the concept art as closely as possible.

Can you talk a little about your experience going through the Disney apprentice program?

Yes, it was a great experience because it gave me the opportunity to learn more about the pipeline at Disney Animation, and 3D animation in general. I had never worked in the feature industry before. We had the opportunity to go to all kinds of lectures on principles of animation, appeal, design etc. Also, you’re assigned a mentor, who you can reach out to for any questions or help if you need it. A lot of legendary people still walk the halls in that place, so you can become a sponge of knowledge and ramp up at a steady pace without being thrown straight on to a production. I highly recommend it, it’s a great way into the studio.

What do you enjoy working on outside of work? Can you share some of your personal projects?

I’m constantly sculpting and refining my sculpting skills. I also like to collaborate with other artists, I find that you can learn a lot this way.

I’m a big enthusiast of fantastic realism and Visionary art, and have been working those things into my personal sculpture. It’s kind of the other end of the spectrum in terms of what I do in animation. I think that most commercial artists have their own personal side projects that interest them for different reasons. It’s actually good to do this because the things you learn on each side, you can apply to the other.

At the moment I’m working of a series of ‘Beings’ who’s anatomy is constructed (sculpturally) from architectural and symbolic shapes from various wisdom traditions, merged with the more classical feel of western sculpture. I don’t have much time to work on these at the moment, but when I do it’s a great treat.

Do you have any advice for those students studying to be 3D Modelers?

Practice a lot and make it fun for yourself. Look at the best work you can find in the industry and aim for that. Ask a lot of questions. Be very specific about what you want as an end goal. Study as much classical sculpture, anatomy and industry work as you can handle.

When making a reel or portfolio, only show a few things that are your very best. Keep it short and sweet because the people who review your work are usually very busy, and are probably going to scrub through it if it gets long and boring. Try to catch their eye right away.

 
To view more of Ryan Tottle’s work visit his blog:

AnimSchool Classtime: Creating A Light Wrap

In AnimSchool’s Introduction to 3D Lighting class, Blue Sky Studios Lighting TD, Brandon May shows how to create a light wrap on a character.

Come join all the students learning online at AnimSchool: Apply now for our Winter Term

AnimSchool General Review: Eyad Hussein by Dave Gallagher

Dave Gallagher goes over Eyad Hussein’s facial rig poses from AnimSchool’s Advanced Rigging class. Dave focuses on appealing shapes and directionality.

This clip is from one of AnimSchool’s General Review sessions.
AnimSchool offers General Reviews for 3D modeling, rigging and animation
students several times a week, for those who would like an extra
critique.

AnimSchool Webcast: Lluis Llobera, Part 4

In Part 4 of AnimSchool’s Webcast with Blue Sky Senior Animator Lluis Llobera, Lluis discusses one of his shots from Rio, sharing his animation process. He goes over how his shot evolved with what he was given from layout, showing his blocking, splining to the final render.

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