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.

Nov 17, 2010

Low Polygon Modeling

Before I start posting my works I'm gonna write this as I think alot when my friends and colleagues asking about how much is the limit of polygon amounts they have if they want to make low polygon model.
It never hurts to start modeling on low polygon. It is light, efficient and much more practical. It is very crucial in real time rendering such in games and simulations. But eventhough it usually doesn't have noticable impact on rendering animation movie, low polygon model helps alot on the production and animation phase.
Even so, with the fast growing technology, the concept of low polygon also shifted. Since the machine is gotten stronger, its ability to render polygon in real time is also increasing. This day, next generation games could render models with polygons in the same or even more amounts than earlier post rendered movies. Some amounts that had been known as the boundary of the number of polygons needed to create a low polygon models now has been passed. Now for game making purpose we could create model with the same amount of polygons just as the models for the movie, though the game couldn't use mesh smoothing add-on yet just like the movie could do. But that is the big YET since the boundary's just getting even more narrow than ever this day, particulary with the incoming technology of Microsoft DirectX® 11's tesselation.
But that is not the end of low polygon modeling. It's not that personally I think it has its own charm. But apart from that, low polygon concept is still alive, not by the number of the polygon boundary but by artist pretension to pursue efficiency. Doesn't have limit doesn't mean you can do everything you want. The good modeler wont abuse the limit. Even the strongest machine has limit and more efficient we use it, life would be easier for both of the human and the machine.
If there's no need for some polygon, edge, or vertex to be there, like it's on the flat planar surface, or the computer could discover by itself on the mesh smoothing, then there is no reason for it to be there.

You doesn't have to do it in low polygon. But do it in the lowest polygons you could.

Enough babbling, that's just me.
So this are some low polygon models that I did [I'm gonna put this on portofolio section A.S.A.P.]. Click on the picture for a larger view

It was a short movie project but it turns out unfinished due to the other projects, so I made this as an archive for my low polygon modeling, rendering, and animation. Next render of the wolfman and the environment will be coming soon.

The loveably Punyu. Most of the polygons goes to the face and the hands, could be less.But it's because I degrade her from the hi poly version.

Nov 12, 2010

Punyu, My Soda Girl [Updated Progress]

UPDATE:
Thinks the earlier hair is stylish but pretty weird, Punyu kept asking me for the new one. She is very stubborn, never give up on asking and now she got it. Here it is, a new stylish but less weird hairstyle with some Indonesian touch.

  (Let me introduce you to a new member of the family. Punyu. Don't ask how I got the name, it just came like that. I uploaded the design of this character on the previous post, though I still change some elements here after in 3D, i.e. hair and hat. We can call the mesh's done here, next step would be texturing and then rigging-skinning. Can't wait to animate her.

Reason why I create her? Well, it doesn't mean I was distracted from my reel project. My reel is near complete, but if we take an analogy it would be as complete as lemonade, and people who's gonna take my drink doesn't like lemonade for a drink. They want something else that is more refreshing, but not that far from lemonade kind. So I decide to make lemon squash. And to turn lemonade into a squash we need soda! That is, my soda girl, Punyu.

It needs 2 nights to did the model, and 1 more night for rigging and skinning. Yep, I try not to waste any time. There's some part of the skinning that still needs some fixing on the shoulder. Wont be long, but I need to sleep now.


The original wireframe. As u can see I am sticking in my low polygon modelling style. I love it because it is easier and lighter to rig and animate. With the character who is animate-friendly, I can push my animation effectively to my limit.
Unsmoothed original mesh. Somehow it always has a charm rather than smoothed mesh, maybe because I am more specialized in low polygon modelling.
The turbo smoothed mesh. Eventhough I love the unsmoothed one, I still gonna use this for final presentation because it would look more polished and is more cinema friendly.
Textured one. WIP. I changed Punyu hair into more stylish design and removed the hat because rather than make her cute, it made her looked like a hobo.
Done with texture and shader, then testing it on the lighted scene.

Environment Modeling

Good news, Mount Merapi is getting calm. It still on awas(Highest Rank) status, but the eruption has been fewer and smaller, good grieve. Everything's starting to come back to normal. I can back to work and also create some free project like this one.
Work in progress.
An Indonesian kitchen, semi cartoony. As you can see there are lots of edges. That's because I use noise modifier to create jagged object in order to imitate the unperfection of the real world. Makes the scene richer and less boring.

Nov 6, 2010

Evacuation -> Vacuum Blogging


As you already knew I live in Indonesia, Javanese Island, Jogjakarta City.
There's an active volcano in the uptown of my city that is Mount Merapi. It had erupt on October 26th ago, and still erupting untill now.
Now I'm evacuating to my parents house that live further than my house, just in case, while waiting untill the volcano calms again. I don't know if I still could write anything artsy in this blog while this is still happenning. All my mind and my heart is concentrated into Merapi, the victims, and the people of Jogjakarta. The lovely, simple  and friendly people of the city I love, now is in distress. Hope it would all be over soon. Be strong everyone, God helps us.

Pray for Indonesia.

The eruption brings volcanic dust everywhere around Mount Merapi. It's dangerous for human health so a gas mask is a must. While lot of people use thick and light mask, I prefer the big one. Maybe they say it look dumb, but for me.. This is steam punk, dude!

Nov 1, 2010

Triple Combo Presents





Hatsune Miku 1/6 Scale, blue colour, SEGA, Heights 25cm. sculpted by Miyagawa Takeshi.
One of the three presents my girlfriend gave to me for my birthday. Thank you, Tessa. You are the best.








































































Oct 22, 2010

So Little Time, So Much I Want To Do

Make you wish one day consists of more than 24 hours, eh.

I have so many things, so many plans, but all of them needs time, one I can't control and felt so lacky even I've already slept for only 5 hours a day [Hell, I can't do less than that or I'd loose weight again, and that would not be quiet healthy]. And I also realized, the eager to do many things also prevent me to be game maniac like before. I only play game when It's leisure time, I had nothing important to do, or the game is really really interesting [which I can say not many since I've lost interest in game pretty much]

That's one reason I'm not updating this blog as much as before, but I can promise you that is because I'm always doing on somethings. One the things are done I'll put them here. For now I'm busy on finishing the animation for IndoCG Challenge. I have plan to make clay, hope I can start that once the challenge is done [and thank's God I'm on rendering phase right now]. I can also mention I miss painting, but the lack of pen tablet help me to endure that, lol.

One thing I learnt for success in finishing lot of projects is never do another if one was not done yet. I know it's hard to ignore something more interesting that keep coming while we're still working on the old project that starts to feel kinda boring, but in the end you'll surprised by the pile of results that is more than rather keep changing on different kind of projects.

One acomplished result is better than a bunch of half-done works. Focus! Always one thing at a time.

Oct 16, 2010

And Rei Again..






Evangelion 1/6 Scale Pre-Painted Figure REI AYANAMI sculpted by Tsukuru Shirahige. Produced by KOTOBUKIYA, Co


 
 

Oct 10, 2010

Cosplay | Amplaz 9/10/2010

It has been a long time I didn't have a chance to took picture of cosplayers since the last time in Vredeburg. Last week on a cosplay event at SMA 7 I was in Jakarta. So when I heard about this event I was surely planning to be there, packed with my photography gears.

Hunting on a Mall was a challenge! It's a crowd area, you need to adapt with the distances, spaces, people activites, and indoor light condition. I remember changing the lens all the time to get best results and I didn't want to make the cosplayers to wait so I've got to did it fast. Tight close up is easier to get with 50mm fix lenses. It gives nice bokeh and lot of lights for it 1/1.8 apperture. But its tight focal length could be an action killer for shot that need full body shot and dramatic wide angle, that was when I decide to change into my 15-55mm kit lense. I also need to push ISO setting into 1600 (!) because I knew I will need to move alot, and got distraction alot. I think some noise is more tolerable than having blurry and unfocused pictures.
But overall, this was a great opportunity and learning, I crave for another photographic experiences like this.

My photography philosophy is both photographer and the model has the right to own the piccies, so here they are the high resolution version to grab, just click on the thumbnails, it linked to photobucket hosting directly. The resolution is 1074x1600 pixels, enough for a print or anythings.

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