Friday, June 25, 2010

FIGHTIN' PROGRESS

Finally nearing the final stages of blocking. This one's taking longer than expected, but should be done soon. Without further ado:

Thursday, June 17, 2010

Something New!

I started a new piece for my reel that is more gaming friendly. Everything else I have is performance and dialogue so I wanted to try my hand at something more action oriented. Obviously inspired by MMA, in this piece the guy on the right throws a leg kick, which is then caught by his opponent who counters with a straight left that knocks him to the ground. Still in its blocking phase and not even blocked to the end yet, so I haven't decided whether I want the attack to continue once the kicker is grounded. I'll post the progress as it...progresses.

Saturday, May 29, 2010

2010 Demo Reel

Here is my latest demo reel. It's unfinished as of now, and I still have to plug some new things in, but what reel isn't, right?

Friday, May 14, 2010

Moar Zombie Run

An update to the zombie run. I think it's done enough to move on for now. I want to get this done sometimes soon.

Thursday, May 13, 2010

FINALLY...i have come BACK to Splinal Tap

I know, I haven't posted anything in for-ever. There's a good reason for that. I was busy trying (and succeeding) to graduate. I thought I was in the clear until my final review, then a huge mishap forced me to move heaven and earth to get that pesky thesis done on time. My demo reel took a blow, but overall I think it paid off. So I guess you might want to see the thing that I slaved over for so long and almost killed myself finishing eh? Well here it is. The quality is garbage. Because it's on a blog. Enjoy.

Monday, April 5, 2010

zombie run progress

Added the jump. Check out the jump....after the jump.

Sunday, April 4, 2010

He's gonna get ya

Here is my zombie run so far.  Basically I made a stationary run cycle and imported it into the new scene, where I moved it along using the character node and changed up mostly the spine and head curves for some variation.  I also scaled part of his cycle for when he catches up to the car, which was a bit of a headache since the keys were so close originally that I ended up with a lot of decimal number frames even after attempting to snap them.  D'ah well.  

the original run cycle:


Don't mind the pop at the beginning of each cycle.  Quicktime was being difficult and decided to mess up the video anytime I wanted to snip the frame out.  And it's late.  So here it is.


the shot so far:


The has no animation yet, so try and use your imagination.  When the zombie swerves to screen left, hes preparing to leap onto the car.  The cycle continues a bit long after he swerves, but it'll be cut down so the jump happens immediately after the swerve.