Tuesday, July 9, 2013
Pixel Game Animation Part 3 Run Cycle and Jump!
I have two animations to show this time! The run cycle and jump for our Hero's low res character. It's not a whole lot, and all of these Animations are WIP and definitely could be better. My usual process is to go over it a thousand times until it is as polished as I can possibly make it, but I'm forcing myself to break away from that perfectionist habit for the moment and focus on just getting these assets created so I can get them into a prototype as quickly as possible. After that I can go back and make fixes and changes as needed. More stuff is on the way! Thanks for watching!
Pixel Game Animation Part 2 Run Cycle
Wednesday, July 3, 2013
Pixel Game Animation tests Part 1
Hi all!
I know it's been awhile, but I wanted to share what I've been working on recently. It's a 2D Pixel game I'm currently developing in Unity 4. Without giving too much away, it's sort of a space/scifi type side scroller! This is just a sneak peak of some of the protagonist's "Fire" animations, I'll try to keep this updated at least once a week. See ya! :D
Friday, April 12, 2013
David Hall Animation & VFX Reel 2013
My latest Animation reel. Over the past year I've worked fulltime and freelance with different game companies. I wish I could show more of the in game fx. I'll try to get those up soon :)
Thursday, May 3, 2012
Portal Apertures FX test
FX tests for Alex Zemke's upcoming short "Companionship". The goal was to keep the apertures looking as similar as possible to the actual game. To achieve this, I used a combination of various techniques to create a fairly complicated shader network. Another goal was to make it fully rigged, so that the Animators could use the same effect wherever they wished from scene to scene completely in shot. I'm still rigging it, but once it's complete the animators will be able to control Position, Start-up, Color Change, Open or Close Apertures, and Aperture Collapse.
Tuesday, April 10, 2012
Wednesday, April 4, 2012
2D Hero Blasting Test
Just testing out some of the Animation and FX for my 2D Hero Rig. I'm having a lot of fun with this character! Very easy to control, animate, and super fun to play with, especially when blowing up stuff!
2D Hero Rig Demo
This is a basic overview of my new 2D rig I've been working on in Maya. Very happy with the results so far, but I've still got some things I'd like to fix and add.
I used Maya instead of Flash because for this style Flash does it nested, which if you've ever done nested animation you'll know it's a pain. It's a very unnatural way to animate. I've always called it Inception Animation, because it's animation inside animation, layer inside a layer. Confusing. Using this method is far more intuitive, for me at least.
2D Hero Rig
Version 1.0 of my new 2D Hero Rig. I used Maya's joints and IK handles to piece it all together, along with a bunch of other handy features. I love 2D, but using Flash to do it has been a major pain. I'm very happy with the results so far, and I have some more modifications in mind for v.2
Wednesday, March 7, 2012
Planet Study
I've been feeling a bit spacey, scifi-ish, lately, so I thought I'd do a quick study. This went from a quick starfield doodle, to a full planet with a moon.
Working on this was really relaxing. I'd let my mind wander off and try to imagine how not so different an alien world might look. I kept it fairly simple, maybe I'll go crazier with my next one.
Wednesday, January 18, 2012
Saturday, December 17, 2011
Thursday, December 15, 2011
VFX: Tornado
Twister: A Styrofoam Tragedy
I had a lot of fun putting this silly project together. I used Maya fluids for the tornado then composited it into the scene with After Effects. Each one of these projects is a learning experience, and the biggest thing I took away from this was how to render Fluids faster. The render time for the tornado here was about 11 seconds a frame, so about 2-3 hours to render the entire sequence. However with the new technique I've learned since then, I can get that render time down to about 5-10 minutes.
Wednesday, December 7, 2011
Tuesday, November 1, 2011
VFX: Car Explosion
I had a lot of fun on this one! I'm a multitasker when it comes to programs, and this project was no exception. I used Maya 2012 and After Effects CS5.
Occasionally, I'll use other compositing programs like Shake or Nuke, but only when I need to do something special that AE can't handle as well. This was pretty straight forward though, make something blow up.
Monday, October 31, 2011
Thursday, October 27, 2011
VFX Disintegration: Maya Fluids and Particles
The Effects here are a combination of Maya Fluids, Particles, and real world movie files I've composited in. When I know exactly how I want an explosion, or in this case, the disintegration effect to look and feel, I try not to limit myself to one application. Instead I see each program as a resource in which some can offer one thing and the other offer another. For me it's not about the Program as much as it is the Principle (i.e How explosions really work, How matter is converted into energy and how it retains it's overall Mass even when the form changes drastically).
Monday, October 10, 2011
Animation: Strong wind test
This was for my Advanced Visual Effects class. All we really had to do was show the nCloth being affected by wind, but I wanted to go a little further.
I still don't think the slip feels quite right. I'd love to get some input on it.
Saturday, October 8, 2011
Animation: Quadruped Study
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Quick study of 4 legged walk cycle. Did this in about 2 hours. I found video reference of a pitbull walking, so instead of looking really really heavy it feels about the same as the dog... gotta work on that.
Quick study of 4 legged walk cycle. Did this in about 2 hours. I found video reference of a pitbull walking, so instead of looking really really heavy it feels about the same as the dog... gotta work on that.
VFX: Maya Matchmoving and Compositing
Shot from my iPhone, I tracked the video and attached an animation of a spaceship firing its energy weapons on to an apartment building.
Animated and Rendered in Maya. Tracking and visual effects done in After Effects.
I've used both Maya and After effects for a number of years now. I know how to use similar programs like 3DS Max and Nuke, I just use After Effects out of habit I guess.
Animated and Rendered in Maya. Tracking and visual effects done in After Effects.
I've used both Maya and After effects for a number of years now. I know how to use similar programs like 3DS Max and Nuke, I just use After Effects out of habit I guess.
Animation: Stop Motion "Just Eat It!"
Stop Motion animation with my good friends, Aries, Mike, and Chris!
Friday, April 8, 2011
Friday, April 1, 2011
Khel Poster
Monday, January 24, 2011
Wednesday, January 12, 2011
Wednesday, November 10, 2010
Wednesday, October 27, 2010
Friday, October 15, 2010
Wednesday, October 13, 2010
A Thomas Eakins Study/Parody
I've been studied American modernist Thomas Eakins' work recently, specifically his later piece "The Agnew Clinic". He was obsessed with the human form and perspective. It gives his paintings a powerful realistic feel, so I thought I'd try to mimic him, but the overpowering nerd inside me turned it into something Star Wars-ish.
Tuesday, September 7, 2010
Thursday, August 19, 2010
More from Background Layout Class
A series of cityscapes using an abstract technique - I compile 5 totally different, unrelated images in photoshop, change up the opacity/layer channels/etc and draw whatever comes in through the mess. It's kind of like an ink blot test - at first it just looks like a pile of messed up, upside down images, but after awhile - and with imagination and sleep deprivation - an image slowly comes through. It's the first time I've ever used this technique, it's hard but the results are really unique and interesting.
This is the first of three. At the time I was fighting bronchitis, so I felt like I was exploding inside - that leaked out into my painting somehow.
Thursday, July 22, 2010
Motion Graphics
This was for my Spring Quarter Motion Graphics class. Created with After Effects and Photoshop.
Narration was done by James Burnett, kudos to him for helping me.
Saturday, July 17, 2010
Speed painting
My first speed painting. I've never tried this before, but I had so much fun making it. I'm taking Background design and Layout this quarter and we watched Dylan Cole's demoreel for inspiration. Just amazing stuff this guy does. If you haven't seen it, I highly recommend checking him out. Google search Dylan Cole Demoreel.
Monday, April 26, 2010
2D Animation: Paper Airplane
I'm taking 2D this quarter. The first assignment was to animate our character, "Norman", throwing a paper airplane.
Tuesday, April 6, 2010
Wednesday, March 3, 2010
Character and Object Design: Time Span
This week I had to create three characters in past, present, and future time periods. I chose my family as a theme. The Halls have been warriors in every time period dating back to the 15th century.
The Knight is either Nicolas or Henry Hall of the late 14th to early 15th century. Most likely he was foot soldier during the Cornish Rebellion. The Poleaxe was a staff weapon used by Knights, betoken on one of dignity and repute. It became the symbol for the Hall Coat of Arms. After the war, he was given land in Wiltshire where his descendants would later build The Hall, a mansion still standing to this day.
The Marine is Ernest Hall, my uncle. He's a Corporal in the United States Marine Corps. He tour in Iraq in 2003. His squad came under fire one day while on patrol, but instead of running for cover, he ran towards the fire and secured the area. He was awarded the Navy/Marine Corps Achievement Medal for Valor for his bravery during combat.
The Future Soldier. This was just a bit of fun. Years from now the Earth will travel into space and colonize Mars. When we do there will most likely be those who want to raid and plunder or just cause trouble, and those who are there to stop said raiders. This guy is the latter.
The Latin phrase "Deo et Pauperibus" is the motto of the Hall Coat of Arms and is translated, "To God and the Poor".
Sunday, February 28, 2010
Had to create six symbiotic characters demonstrating mutualism, commensalism, and parasitism.
The mouse and mushroom have a mutual symbiotic relationship to one another. The mouse feeds the mushroom bacteria while it in turn offers protection.
The snake and frog have an obvious parasitic relationship. The snake lives off the frog for nutriment.
Lastly, the turtle and his hitchhiking bird friend have a commensal relationship. The turtle walks around, or swims in the swamp water, while the tiny bird benefits from the ride. The turtle doesn't gain anything in return, neither is he harmed. The bird is the only one to profit from the endeavor.
Also, I've been re-playing a lot of old 8-bit games and thought I'd give it a whirl.
Wednesday, February 17, 2010
Humpty Dumpty REVISED
The whole class had a great critique session this week, and I got a lot of good ideas and suggestions to improve this piece. I wish I had more time to work on it, but I at least wanted to have this much done to revise it. The graffiti idea was great! I think it really helped push the design. Thanks all!
Tuesday, February 16, 2010
Humpty Dumpty
Tuesday, February 9, 2010
Character Design: Gene Simmons
Wednesday, February 3, 2010
2nd Coat on Sculpture
First Chavant application
Armature
Tuesday, February 2, 2010
Character Design, Me at five
Character and Object Design. This week I had to tap into my inner child and pull out memories from when I was five. I had to sketch 10 heads sketches, 10 body, and 1 fully illustrated full body sketch.
This was a lot of fun for me. I just started drawing random shapes and went from there. A lot of the poses aren't exactly true though.... I didn't wear glasses till I was 19, and I never mooned anyone - Momma woulda whooped me good.
Things that I remember strongly though are things like losing my first tooth, learning to tie my shoe, and my Dad flying me around the house.
This was a lot of fun for me. I just started drawing random shapes and went from there. A lot of the poses aren't exactly true though.... I didn't wear glasses till I was 19, and I never mooned anyone - Momma woulda whooped me good.
Things that I remember strongly though are things like losing my first tooth, learning to tie my shoe, and my Dad flying me around the house.
Friday, January 29, 2010
Free Sketch
Wednesday, January 27, 2010
Silhouette Assignment
Another assignment from Character and Object Design. The critiques from this class are really good. Everybody speaks up, shares ideas, points out flaws that need improving, etc. Which is great, because their work is good and they definitely know what they're talking about.
On the last day of class, we will present all the pieces that we've done. We have the opportunity until then to correct errors, push the design, make it better, so ideas and criticism are always welcome. That goes for everything I do though, so please feel free to comment whenever.
Monday, January 25, 2010
Tuesday, January 19, 2010
Quick Monster warmup sketches
Villain Concept Drawing for Sculpture
Monday, January 18, 2010
Character and Object Design Assignment 1
Hi all! This is a character design assignment from my Character and Object Design class here at the Art Institutes. The project was to create three characters using basic shapes and basic colors.
I chose to do three bank robbers: Bags, Tommy, and Fingers. I feel it is important to give names to the characters we create. It helps us to better envision them, plus it allows us to keep track of them better.
Bags is blue, chubby, and looks like he'd be better off rolling from the cops rather than running.
Tommy is yellow, sure of himself, and spends way too much with alone with his gun... it's a little awkward at times.
Fingers is red, picks at things - especially locks, and he's pretty much evil. He's the brains of the outfit and despises his colleagues and curses his own top heaviness.
Hi all! This is a character design assignment from my Character and Object Design class here at the Art Institutes. The project was to create three characters using basic shapes and basic colors.
I chose to do three bank robbers: Bags, Tommy, and Fingers. I feel it is important to give names to the characters we create. It helps us to better envision them, plus it allows us to keep track of them better.
Bags is blue, chubby, and looks like he'd be better off rolling from the cops rather than running.
Tommy is yellow, sure of himself, and spends way too much with alone with his gun... it's a little awkward at times.
Fingers is red, picks at things - especially locks, and he's pretty much evil. He's the brains of the outfit and despises his colleagues and curses his own top heaviness.
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