Archive for October, 2009

Class 4 Week 4

Sunday, October 25th, 2009

This is a back-dated post, so apologies for not going into too much detail about what’s going on here! This re-block is the very last moment before I splined the animation:

And here it is splined. It’s OK but I spent a very long time re-blocking, so I didn’t get a lot of time to clean the curves:

Forza 3: Unboxing The Saga

Friday, October 23rd, 2009

For those of you that are following me on Twitter, you may have seen an update earlier today that possibly broke the layout of wherever you get your regular twitfix! I apologise but I’d had a pretty bad morning. Not only has my “slightly under the weatherness” broken out into a fully-fledged cold but I had a bit of a nightmare trying to work out where the hell my copy of the Forza Motorsport 3 Limited Edition had gone!

It was sent out from Shopto on Tuesday and as such, should have been with me on Wednesday. Without going into a whole load of detail, there were some issues about where it was meant to be delivered. After calling just about every UKMail depot in the area and talking to Shopto numerous times to get them to chase up the issue as well, it eventually transpired that the package had gone missing. Pain. In. The. Ass.

Anyway, I got a refund and dragged myself down to a bricks and mortar shop to pay over the odds for it 8)

Still, it is now in my possession and man, it is nice:

Forza 3 Unboxing 1

Now, you might argue that I’m incredibly sad for taking some photos of a beautifully packaged game, but screw you asshole! I can’t help it if I really appreciate well-constructed cardboard!

/geekout

Forza 2 Decal Artwork

Friday, October 23rd, 2009

With the Forza Motorsport 3 landing on 360 today, I thought it might be cool to celebrate the event by reposting some of the decal artwork I did in Forza 2 many moons ago:

Andy Action Shot

Andy Forza Decal

Andy Perspective Left

Andy - Corrected Spelling!

Just click the images for the higher res versions over at Flickr. And yes, I’m aware there was a spelling mistake which I did fix (if you don’t know what I’m talking about, you didn’t read this)!

The painting/artwork stuff really interested me but it was rather time-consuming and pretty troublesome given that you had to find a car with a big, flat surface to work on when designing stuff, then save it out and position where you actually wanted it. Forza 3 promises to make that easier by allowing you to design decals in 2D completely away from the car and then save out the decal group. From there you can apply it to the car or even stick it on the FM3 Storefront and sell it for in-game credits!

Can’t wait to try out the new editor! I really must get round to finishing this design as well:

New Design Teaser - GH2

Class 4 Week 3 Critique

Friday, October 23rd, 2009

Got my critique through yesterday morning. It was another good one, but once again I’m terribly concerned about how little time (and how much there is to do) before Sunday’s deadline. On top of that, I’m coming down with a cold and that certainly isn’t going to help proceedings! Here were Michelle’s main points on my work from last week:

  • Tip the ankle of the SL leg to improve the line of action (FRM15).
  • Do something with the SR arm. The hand pose is ugly (FRM24).
  • Tip forwards more during the look. See if you can push the weight forwards a little more (FRM45).
  • Remove the SR leg step. Keep it back and then slide it round the tree to catch up with the rest of the body (FRM85).
  • When grabbing the apple, make sure we see the hand near the apple before it grabs. Also have Stewie look at the apple before he goes to grab it.
  • To convey the physical act of grabbing the apple: Once the hand is on the apple do a slight anticipation up, a quick jerk down, stop and then continue the motion into the ‘looking’ phrase. Maybe add a slight twist to the hand motion as well.
  • Watch the positioning of Stewie during the squeamish section; at the moment he’s too aligned with the edge of the tree and it’s visually distracting.
  • Add around another 8 frames of squeamish action.
  • For the squeamish quivers, add loads of keyframes (on 1s and 2s). Small movements at a high frequency.
  • The exit poses need more work; at the moment they’re too upright. The spine and legs are currently a bit boring (~FRM207).
  • Make the tilt forward even more extreme (~FRM210).
  • In general, try and have a bit more fun with the end section. Play with it a little more and get a bit more energy into it. It’s too literal at the moment; look to the earlier sections of the animation for inspiration!

So there you have it! Plenty of stuff to sort out and not many days to do it. Oh well! Here we go…!