Animation

This is some of my animations. Just like life, learning never stops. Keep animating, keep training, keep trying. I'm far away from perfect, any comments and/or critiques would be very welcomed.

3D Modeling

When I was moving on from 2D Artist onto 3D, modeling was my first stepping stone. Go check it out.

2D Artwork

Before the Hilma-as-animator time has come, I was more as a 2D artist. I love sketching, digital painting, and making comics. Although I don't do all of that much lately, I still sketch and paint in my spare time.

Photography

It's a good training and application of cinematography. Plus I make alot of friends by it. I didn't have wide knowlededge of any photography techniques. I just use basic theory + my cinematography senses and skill. So I'm quite happy when alot of people love my works.

Animation Showreel

My newest reel. Click on picture for Youtube link, or click here for Vimeo version.

Showing posts with label character. Show all posts
Showing posts with label character. Show all posts

Sep 30, 2011

Punyu Redesign [Update]


I'm trying to make Punyu design more realistic and less cartoony, not that less cartony just more believable. The previous one is just too 2 dimensional for me. I give her more anatomical body, better proportion, slight boobs pumping, and feet(!). The design is still a work in progress.

click the picture for a bigger view


Some mechanical super fist? Idk. I'm still researching

Update:
Older Punyu. Now she has more anatomical hot body, and more mature face.

May 22, 2011

Character Animation Turning Back Tutorial


This is for colleague who asked me how to make character turning back in the fastest and simplest way. I did it in 11 minute, hope that's fast enough. For your watching and learning convenience, I speed up the video into 200% of the real duration.



The concept are first, make the key poses. Don't do the steps yet, just make her facing each potition she needs to make the movement.


Now, to make a steps, it sounds complex and you would get dizzy in no time if you make it one by one. Because actually, those steps goes only to the facing position. It doesn't look like stepping because it move the same time with body. To turn it into steps, you just need to adjust the timing. Any adjusting on the basic pose would usually be needed but it would be easier to do it later.
So, make her steps only by moving, copying [and eliminating if needed] the keyframes on the time bar. Here you can start to adjust the foot position for her convenience, make her turns back smoothly, and less like a drunken person with those ugly feet movements.

After feet look nice, go for the hip. Basically just make the pelvis move to counters the weight of her body when stepping. One basic concept: Hip goes to create weight that pulls the foot of the ground, so it moves first. And because foot is lighter, it lands faster than pelvis - which now moves later, creating the save landing for body [and pelvis] and prevents them from falling on the ground.

Now the stepping is done and look nice, you can start to put some delay and secondary motion on body, head and arms. Which one will start turning? Head or shoulder? That's of course depends on the case. (arm will move last, except she wants to punch or hit something).
¨

Nov 29, 2010

Punyu - Clay Project

This is me trying to learn some clay sculpting. I'm just doing it for fun due to the free leisure time on last weekend. The color is kinda rough because it's not dry yet, but I don't know if it would be better after dry, or not? I am a newb on this one. Learn a lot from this awesome guy. Work in progress..

Nov 24, 2010

Another Concepts

Just some doodling..

Golemoid
A Soldier


Punyu with some add-on outfit.

Nov 21, 2010

ICG Animation Challenge # 4: In-Game Action [Winner]

UPDATE:
 Good news. I win the first place. Unlike the previous challenge which I always got highest vote but various liking from the jurors, this time they like my animation the most. That's a good progress. The other contestants also have pretty good animations. What a fun and experienceful challenge!
You can find the Jurors comments down the post.

Design of Punyu's sword, Omega.

In the end I remove the blue part of the sword, only because I need sword that looked light and fast. Punyu is a small girl with small figure, she is better to be an agile and nimble character rather than a heavy armed brutish orcish like.
I make her walkcycle to be a sneaky walk.



attack WIP, half combos, I think it needs a little more exaggeration. Too realistic is not interesting at all, guess I'll push it into hyper realistic



new update of the attack



I think I'm not satisfied with her finishing attack. Gotta think another one which will more cool and ultimatic [is that even a word?]

update on H-12


final progress rendered.



JURORS C&C

Rini Sugianto:

After judging the challanges for couple time.. I can see a lot of improvement on hiffary's work... I think this is one of the best work that he's done so far.
There isn't really much to critiques on this one.. the movement style fit the character.
If i am being really nit picky ... on the walk.. the head feels a little stiff and there is some jittery on the movement ( around frame 60-ish) and it looks like there's bit of a pop on the head also . The run feels good! right now it's really anime style of running.. but if you have to make it realistic.. the body needs to go up and down a little bit more .. and also the upper body doesn't really move right now.
The attack feels good..
the get hit ... the beginning part feels a little choppy ..
overall .. good job!

Jebbie Barrios:

The sneak walk is fine,but put it as a reminder that its much better to have it not cycled if you are entering a contest, intead used walking with an attitude in every step would make a difference.( e.g., on second or third step, lower the body, lift the arm a bit, have her squint, blink, apply more follow through on secondary action like hair etc.)

The same as in run as well...too much of a cycle and lacks some secondary actions such as follow through on hair and cloth on pants.

The fight scene is wonderful with a heart-melting acting and drama though still follow through is missing.

The material on the head is confusing as to whether it is a helmet or a hair. It moves like a steel and seemingly appears like a hair or a kind of soft elements. My experienced in designing on feature films suggest that she has no armour,-perhaps on the hand. So, I supposed its a hair and should move as a soft material.

That out-balanced on the fight scene,--it was nice. I would buy it.
All is perfect except for a bit of tweak on walk, run and follow through.

Wendra Alamanda:

pemahaman dan penerapan secondary motionnya sangat baik. jika walk fokus di kaki, maka gerakan tangan hanya mengikuti pergerakan kaki tersebut. trus selagi attack tangan kanan, tangan kiri mengimbangi gerakan animasinya. balance juga sudah cukup baik. mungkin bisa dilihat lagi tiap frame ato posenya, dimana pelvis dan berat tubuh karakter terfokus, dan bagaimana bentuk pose bahu dan tangan mengimbangi balance fokus berat tersebut. anticipation animationnya mungkin bisa dijadiin reference buat yg lain... smile

secara in game, attacknya masih terlihat terlalu rumit. terlalu bnyk perpindahan koordinat. jika ini game rpg yg 'in group/in party' karakter, attack itu mungkin bisa 'nabrak' karakter2 lain yg ada di sebelahnya (jika engine gamenya punya physique engine yg bagus, tentu tidak jd masalah). hit, timing kena attacknya mungkin masih bersinergi dengan hitnya. tp bagian akhir terlalu panjang. mungkin itu bisa jadi satu animasi sendiri, yaitu animasi 'die' (beberapa ingame punya animasi ini, karena tidak setiap attack lawannya lgsg mati). tapi disamping itu semua, animasinya oke, jd masukan diatas bisa diterapkan untuk animasi ingame lagi di kemudian hari. best luck! 


For the final vote and complete jurors comments and final decission, u can go directly here

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