Today we are interviewing Carlos Luzzi. Carlos is a professional hand drawn animator, with 10 years of experience. He has done work for TV and film and is also a concept character artist and visual development artist.
Hi Carlos! Could you start talking a bit about yourself, your education background and when did you begin to be interested in drawing and animation?
Check out the tips from Tyler Carter on the Digital Painting class about painting textures and fur!
AnimSchool provides extra classes for our students who wants to expand their skills besides animation and modeling. This term we’re teaching Digital Painting with Tyler Carter, Visual Development Artist working at Blue Sky Studios. Check out Ty’s blog to check out some of his inspiring work.
We are very excited to present you Kevin Lan, animator currently working at ILM, who animated Richard Parker (the amazing tiger from “Life of Pi”) and several other awesome creatures and characters like The Hulk and Yogi Bear!
Hey Kevin! First of all, could you talk a bit about yourself and what led you to be a character animator?
We wanted to stay absolutely true to the tiger from Life of Pi, which means there should be no anthropomorphization or any guessing from animators. I spent the first 3-4 months studying reference and animating on test shots only. That was the time we figured out how the tiger would behave in different situations, the general physicality and posing, and how the muscle and skin works. Although I was matching reference in these tests, I didn’t do it blindly frame by frame. I still tried to find the key frames, analyzing where the force was generated, which control to use, how the force would impact other parts of the body and how the residual energy would be resolved. I also tried to emphasis the realistic motion quality on Richard Parker, tried to limit the usual CG smoothness and put in the imperfections we see in real life. Through these exercise I got a hold of the feeling for the tiger, and eventually I could deviate from reference in my shots and still make Richard Parker believable.
We’d like to present you Laura Loossens, student of the 3D Animation Program at AnimSchool. Hi Laura! Can you start by telling us a bit about yourself, like your background and experience before AnimSchool?
Before I even thought of being an animator, I studied economics and languages in high school. After that I started psychology at the University of Ghent but I didn’t felt passionate about it. I did however love to draw but I never thought to be doing something creative in the future. Until the moment one of my friends suggested a brand new educational program, Digital Arts and Entertainment (DAE), that only recently emerged in Belgium which was specialized in all the things I admired: 3D, 2D, animation and video games.
During my 3 years at Digital Arts and Entertainment I learned a bit of everything, even programming which I failed for in my first year. I had some trouble in the beginning with all the courses, simply because everything was new to me.
Nevertheless I never worked this hard for something, just because I loved to do it! All the hard work paid off and at the end of my studies I won the prize of best 3D artist and together with my awesome teammates, we won the prize of best game!
After my studies I started working in a small visual effects studio where I did various jobs but my main function was modeler and shader. I learned a lot and got better each day but there was no growing possibility as an animator in the studio, so I made a crucial decision to start the animation course at AnimSchool!
What made you want to be a character animator?
My first source of inspiration came from the many Disney movies I saw when I was a kid and later on movies like ‘Ratatouille’,’ Cloudy with a chance of meatballs’ and ‘Horton hears a who’ were a big inspirations for leading me in the direction of becoming a character animator.
My second source of inspiration came during my last year at DAE when we got the chance to create our own short and were completely free doing so. I came up with a little story named ‘Little Rico’ and made the clip in a short amount of time. During the development, I probably looked like a zombie but I also had the most fun bringing my story and characters to life. This was a decisive moment, I knew I was going to become an animator.
Do you have any favorite artists that inspire you?
There are many different people that inspire me since the internet provides us a variety of animation clips, and I get inspired by many of them. I’ve seen some of them over and over, just to get a better understanding on their appeal.
Also, I will always have a passion for 2D animation. It is a medium that appealed to me ever since I was young. When I look at the work made by the artists at Bird Box Studio I get really inspired by the perfect timing and simplicity of their clips.
Your Facial Performance shot is a great piece. Can you tell a bit more about your process from start to finish?
The sound I chose was one that had been stuck in my mind for quite some time. The audio had so much personality of a sassy woman demanding a new drink in her own way. With that image in mind I started shooting different kinds of reference videos and I seemed to like acting like a sassy lady.
Laura’s video reference for her facial
performance assignment
I imagined her sitting at her desk or at a bar, or not sitting down at all, just to get different angles that could look appealing. I learned this by watching a reference shot of Garrett Shikuma that showed us his variety of reference takes, just to come up with appealing poses and ideas.
After setting up my reference I start to block out my shot. I only look for the key poses that could really sell the shot. My reference served as a solid base and helped to find the key poses and timing for my animation.
After that very first pass of blocking I go over the same poses and look if the timing is working and if I can push some poses even further.
Spline is the next step where I spend time adjusting my curves. Normally I would take a long time for blocking however my mentor at the time, Melvin Tan, had a different approach. He would block out the scene fast and start with spline, but the method I used was the opposite.
I decided to follow Melvin’s suggestion, since it is always interesting to try out different ways of working and understand what the benefits are. In the beginning I struggled a bit but soon I discovered the benefits of working this way. I could spend more time on the details and characteristics traits of the character.
What was the most challenging assignment you had to deal with so far? How did you manage to overcome it’s obstacles?
I think each assignment has its challenges. Every time I overcome one challenge there is another waiting in line. But these challenges are what makes me move forward.
In my case there was the assignment for the Body Acting class. We had the possibility to create our own story without sound. I came up with a funny story of a scientist that was inventing an invisibility potion and was searching for the last clue. When he finally found it and tested it, he bumped over his potion on the chalkboard with his formula written on it.
While making this clip, I had difficulties getting the timing and poses correct. My instructor at the time, Tony Bonilla, was hard and honest. He kept pushing me in the good direction and I never gave up, even when I had to redo all my poses to really push them.
Even the latest version is not completely finished, but I had overcome so many challenges with that assignment that the following terms became a bit easier to complete, since I was better prepared for what was coming.
What do you think is the most important thing you learned at AnimSchool so far?
Make the best of all the time you get with your instructors! Anthea Kerou taught me how to create a good base for animation, Tony Bonilla and Garrett Shikuma the importance of each stage of animation and Melvin Tan how to give your character more personality.
Listen to the feedback you get not only from your instructors but also from you fellow students. Always be critical of your work. Keep trying to get better and never think you are doing bad, since each step you take will bring you closer to your goal!
Thanks AnimSchool!
We thank Laura for her time and be sure to check out her Blog and her LinkedIn profile!
In AnimSchool’s 3D Animation Program, instructor Mark Behm shows how to do simplified gesture drawings for planning your animation.
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.
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.
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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.
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.
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
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.