three dee

hello again.
i thought i was done testing various techniques and mediums, but then i came to think of 3d...
so, here's my sub girl in all her openGL glory:

whale in distress

here’s a little peek at the whale that our little heroic crab encounters in the introduction.

work is going slowly, but steadily. i haven’t done any big changes to my original story, i’ve only added a few elements and scenes so that i’ll have more material when the time comes for editing the whole thing.

stills

here are a couple of stills from the animation. i guess i’m happy with the style, i want it to look a bit silly.

stills

i’m hoping to see this thing finished in a year or so.

sub girl

working on a few concepts for another one of my three hundred million ideas for animated short films. this one takes place underwater – minus the wet element. the story may have an underlying ‘what is happening to our environment’-thing going on, though, as always, i’ve based the story on strange ideas that came to me in dreams, and i want to focus on the surreal.

the sub girl:
may 2011 drawing

the clock starfish:
may 2011 drawing

unfinished sketch of the underwater bus/train/submarine:
may 2011 drawing


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flight test

i may have found a way around the problem with my computer crashing. i just have to do the most intensive motions (backgrounds, mostly) in portions – let’s say if a sequence is 200 frames long, i can just split it into segments of 20-30 frames and render them with a small pause in between. sounds dull? it is.

i’ve done some work on the bird who’s introducing the whole story. have a look:

and some details:


 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
what is this all about?
 
 

rolling with a limp

okay, i’m slowly progressing on the animation. most of the character development is in the finishing stages, and i’ve started doing a few backgrounds. the thing is, my computer, all tough and brand new with a supposedly very powerful graphics card one and a half year ago, really isn’t that bad ass after all. i have regular crashes when doing the slightest little test render, and also while applying simple adjustments and motion.

this is a major setback.

so from now on i’ll concentrate on the char development and as i said, the backgrounds. maybe, some time in the not too distant future, i’ll be able to afford a small hardware upgrade.

here’s a peek at what i’m doing right now:

what is this all about?

currently

i’m working on a personal animation project involving among other things a foul bus, a freak, a blonde with a dog, an old man and a cyclist.

it’s a traditional 2d animation with no keyframing (except maybe backgrounds), and with an action driven story.

i’m trying to set it in a world we’ve never seen. some characters are in part developed by my brother, which opens up a whole new world of absurd types.

expect unusual anatomy.
expect vehicles with feet.
expect balloons and birds.

here’s a quick and dirty main character test.

the main character. he’s a bit of an outcast, a freak if you will. his arms are too short, and he’s got tremendous difficulties making friends with anyone or anything.

first public illustration

got my first job. the task was to illustrate an article in ‘fett‘ magazine, june double edition. the article was, in short, about ziggy stardust being a better role model for young feminists than simone de beauvoir.

i did three versions of a ziggy/simone split-personality figure. after a short correspondance, the editors finally (and to my surprise) decided they just wanted a simple portrait of simone de beauvoir instead.

check them all out here.