Tuesday, February 18, 2014

Sculpting Assignment - Building the Armature

End of January 2014, I had my sculpting assignments to be complete in my 1st semester. Exam is; to submit a full body Character with clay modeling,

First I made the Armature with the help of my dad. I build my armature very Strongly, because we don't have here polymer clay. our clay will easily Crack within a few hours, if we don't pour water rapidly in to it.


   

Thursday, February 6, 2014

My new Logo

My LOgo
This is my new logo, i created with my name initial letters with the adobe illustrator.

Monday, January 13, 2014

Camera Shot (Staging)

Camera Shot - Action Captured within continuous time or frame.

Don't Cut off heads,knees,necks,wrists in the frame.By only showing half of an already abstracted character,it's harder subconsciously to recognize that character's original shape.

Types of Camera shots.

Extreme long shot

Very long shot
Long shot
Medium long shot

Mid shot

Medium close up
Close up
Big close up

Visual Language

In These days I learning something about Manipulating Time and Space. It's the the main purpose of an Editor in a Film.
After that I heard about Andrea Tharkovsky the great Russian film maker. And some more about his book Sculpting in Time. After Some history lessons i discovered who is the father in the modern cinema the D.W.Griffith.

So step by step learning from those legends activities in history,we can get a little idea about Extended Images & Novelty in Cinema.

Mostly These Type of Storytelling came to Camera after Andrea Tharkovsky discovered this.
Visual Language of a Camera 

Related Topics

Camera angle - Where the  camera is placed in relation to the subject can affect the way the viewer perceives the subject.
Types of camera angle - Eye level angle/Low angle/High angle/Dutch tilt/Point of view/Birds eye/Worms eye

Composition of shot - Organization of pictorial elements in the frame. when you organizing the elements make importance to Simplicity,Rules of Third, Framing and Timing.

Center of Interest - Each picture should have only the principle idea,topic or the Center of Interest to which the viewer's eyes are attracted.

Wednesday, January 8, 2014

Alien Robot Character design

Robot Character
I drew & painted this for just have fun with Watercolors.  

Monday, January 6, 2014

Vanilla Walk Complete Render

Vanilla Walk from Madushan on Vimeo.

This is the Final Animation, Modeling(props), Lighting and Shading was simply done by me.

Wednesday, December 18, 2013

Vanilla Walk Spline 1


Here's what i came up with this. Finally "Spline" it. But There is some other things to be correct like foot flops & Knee/Heel Arcs. I hope this is not bat at all.

Vanilla Walk Blocking

This is my first Vanilla Walk Blocking. In this video i only added Key poses and Up & Down Extremes.
Having a Block pass in "Stepped" key mode or "Linear" is very useful because it'll explain the importance of the shot Reading, and posing the character in the timeline.

Tuesday, December 10, 2013

Vanilla Walk Practicing with Pencil


Drawn by my Hand(Photoshop/Flipbook) start to the end. Had enough of the couple of days only doing this in front of the Monitor. Need to Recover my Tired Eyes. 

Vanilla walk Planning

My Thumbnail Sketches Vanilla Walk 

-Walk is Lean Forward with our Upper body & throw out a leg just in time to catch ourselves.These are the things that have to keep in mine when animating walks,
-All walks are different. 
-While walking body is moving forward evenly, there is no ease in, ease out.
-Mostly Up & Down poses give the weight shift in a walk.
-Arms & Torso Oppose the legs & hips

All walks are start by deciding on a tempo, then the Contact positions, where the Foot touching the ground their is no weight on it yet.
Setting the Tempo,
4 frames = Cartoon run
6 frames - Fast run
8 frames = Normal run
12 frames = Normal walk
16 frames = Leisure walk
20 frames = Tired walk   

Best way to boost up vanilla walks & stylized walks is reading the best book about walks Animator's Survival Tool Kit. 

Saturday, December 7, 2013

Final Pendulum animation

Finally completed all my Basic Projects. This one took a very long time to render because this Maya project contained so many lights, fluids, fire effects(dynamics)...etc. So i rendered into Render layers and merge all layers together in a comping software

Saturday, November 23, 2013

Pendulum animation Render process

Screenshot Pendulum Comp
Finally I merged all layers together with BG image. I really don't like Comping. I mostly work only in Maya, & I like it that way but this time i had to work with a composting software. In future i think it won't happen again, I had enough with this one.

BG Mountants
This is the image that i drew to use as background in my Pendulum animation.