Workflow Project

 

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This project is more for people new to the industry or people with interest in character animation, to give them a more in depth look at what goes in to production animation as a career. The workflows shown in here will be recorded in real time, over a week's span of time, with all animation, mess ups and corrections, technique, and essentially everything minus a few minutes here and there of render action and fine tuning clean up (limited to 30 minutes per anim). This will be to give the watcher an honest feel for the daily studio life of an in-game animator for a better understanding as to what they have to look forward to in their chosen career path.

For this particular project we will be using Martellian, a character I built for an indie game project of the same name. This character is as of yet incomplete.

She was built in 3d studio max 2009, modeled to roughly 4000 polys symmetrical body, a-symmetrical head,, mixed biped and custom bones rig, envelopes with skin (not physique), texture unwrap complete, textures as of yet incomplete (base color, minor details) done in photoshop and mudbox, animation in 3ds max 2009.

For Martellian's rig I initially went with an all custom bones rig and have a saved version of it though for purposes of these tutorials, opted for the biped mix as many studios use biped in the event they use max.

Martellian weilds a giant steam and hydraulic powered wrench with a somewhat tomboy-ish personality. She's a bit over confident in her abilities, which I incorporate into her animations as more of a chip on her shoulder.