We’re so excited here at AnimSchool. Our beta classes are starting today, with 24 students. That can only mean AnimSchool is closer to launching later this month. What an amazing collection of talent we have at the school! Stay tuned!
Dave
We’re so excited here at AnimSchool. Our beta classes are starting today, with 24 students. That can only mean AnimSchool is closer to launching later this month. What an amazing collection of talent we have at the school! Stay tuned!
Dave
Hey 3D Appeal’ers. Graham asked for a review of his animation, which can be found here:
http://vimeo.com/15760085
Here you go Graham. Go forth and animate!
This is a submission from 3D Appeal Blog Now. Until these sites get very busy, they will be posted here.
Mike Thurmeier, co-director or Ice Age 3 and Ice Age 4, says of Dave:
Well, let me hasten to mention that I’m *NOT* a character designer and my drawings skills are nothing special. But here are some solid ideas for Leon, our first 3D Appeal Makeover winner. We want to review:
models
animation
rigs!
But hey, this is our first one, so let’s give it a try.
Hi. We will be running two beta classes in October-November to test the AnimSchool system.
We are accepting 12 beta applicants for the 3D Animation class and 12 for the 3D Character class, which will focus on modeling.
We are looking for people who know a little about these subjects but want to interact with a Blue Sky Studios teacher for four weeks and try out the system.
There is a $50 charge to test the payment processing system and pay the teachers a little for their time.
Classes will begin about October 25, in the evening EDT and continue once a week for 4 weeks. Beta testers will be expected to devote about 10 hours per week to completing assignments. They can be of varied experience levels, but all testers should be familiar with Maya (or Softimage).
To request inclusion in the beta program, please send an email to
betarequest@animschool.com
Please include a link to any 3D animation/modeling/rigging work you have done.
See the AnimSchool FAQ for more about the school.
AnimSchool Review!
just like the ones you see here.
You retain all rights, but we will make a blog post about the changes –post pictures and/or video but not the actual file– and why we felt the new version is more appealing. By submitting the art, you grant us the right to show it and our Makeover version in our AnimSchool promotional material.
In-Progess Malcolm to Marnie Progression
I’m in the middle of modeling this character, Marnie, for AnimSchool. I decided to start from the geo of our other main character, Malcolm. I figured it would be a tricky task and that’s definitely been the case. This is not done yet, by far but I thought you might want to see the process.
I designed this girl as a female character for the school. I don’t even have the body designed yet, but I was anxious to get started on the face.
So, from here, read backwards starting at the bottom of this post!
There is still much work to do on her face, but it is starting to look nice with the hair temp-ed in. There is a tug of war trying to hit the art exactly because it is cheated side to side. When I drew it, I unknowingly introduced inconsistencies from left to right. If you make one side match up perfectly, the other side is way off. So there is a compromise of forms. So, she’s not done! Not nearly as nice as the drawing. I will show you the next steps. Total time spent: 1 1/2 days.
Fine tweaking of the lips and cheeks. Shoulders. Adding eyelashes.
I started to get to a place where she was looking nice. In a way that’s bad because it means my eye is running out of ideas. To take it to the next level, I need to bring along some of the other elements. She needs to look more feminine. I have her some lipstick and fit the eyes in there.
I placed two pictures of the design in my scene, one to the left to be referenced always. And one exactly overlaid on the head, as a texture on a card, toward the back of the skull. I saved a camera position and would always return to this to evaluate. I set a hotkey to swap immediately between the drawing and the geo. So I couldn’t see both at the same time, but I could switch fast enough that it shows what needs to move. This is better than solely looking to the side.
(This is being modeled in Softimage.) I started to shove things around in symmetry modeling mode, with Proportional Editing on, constantly changing falloff distance.
Wow, did he/she look ugly for a few hours!