Final animation!!

its finally done! You can watch our final project of our first year right here!


Unused clips

Left: bubbles rising from the water as Lamar gets ready to surface

Right: Sunrise opening scene


These were the two scenes I learned how to do some really interesting effects, and while I’m a little annoyed the group didn’t use them, I’m glad I can have them to show.

The bubbles were made with the nParticle tool with the help of a few youtube tutorials. I love this tool, and I really hope to be able to use it again soon.


Animation is done! I’m so pleased!! Right now we’re just waiting for the whole thing to render, then we’re gonna put all the sound effects in and then it’ll be ready to hand in. Even though it was frustrating as all hell sometimes, I’m super proud of it and the team. Here are some preview shots

What I learned on this project:

-Render settings. I now know how to take away all that nasty graininess in my renders

-Batch Rendering. I animated an unused opening scene, and even though the ten frames almost killed my laptop, I am more confident in finishing projects

-Character rigging and skin weights

-Key frames


-nParticles. I used these for the bubbles scene. It was incredibly fun, and probably my favorite scene

General update/game plan

I’ve finished my opening scene as well as a practice render. It took a surprisingly shorter amount of time than I thought it would, which of course leads me to believe that I’ve forgotten something. I don’t know anymore, I’ll figure it out.

I still have yet to even start Alec’s assignment of sculpting a classmate’s head in mudbox. I’ll probably start this weekend.

Lastly, my life drawing assignment of designing a character using the 12 principles of animation should be easy. I have my character all ready (thank you endless supply of original characters I never get around to using) and I’ll experiment probably this weekend as well.

In general I’m really frustrated with myself, and I still feel like I’m not doing enough. Like I know I have done a lot-Creating/rigging main character, rendering opening scene, finishing second scene- but I still don’t feel as though it’s the most I can do. I know I can’t do the entire project because let’s face it, that’d be suicide basically, but I don’t know how to feel as though I’ve done enough.

Terrence and Lamar Update

Here’s my updated Terrence model. Alec gave me some pointers with rigging. I separated the mesh and redid the skeleton before weighting the skin and adding NURBS. I’m gonna finally try and make him walk this week.

Here are also some progress shots of James’ Lamar model. He’s not only made a terrific looking octopus, but he can make the tentacles wave and everything. We’re super lucky to have him on the team

Then finally, we have Lydia’s island model. Truly gorgeous, and I secretly think it’s kind of the highlight of the animation??

Anyway that’s all for now. We all plan on animating soon, and will probably spend a majority of break not sleeping. Peace out


Character Artist

Yeah so I completely forgot to make that post about my favorite character artist for Alec’s class. I originally wanted to try and find the guy who did most of Hopper’s animation in Bug’s Life, however I could not find the name, so I decided to just pick an artist I’ve been following since I first started drawing.

Phobs has been a presence on the art site I use for about ten years or so. She’s a Russian animator who has one of the most unique styles I’ve ever seen.

She’s known for designing amazingly detailed and expressive characters. Not much else is known about her however, due to her very private nature. More of her work can be found on her deviantart: or her tumblr:


Phobs, Silmarallion: Melkor Seducing Marion. 2013. Print.

Phobs, Rotg Love With All My Heart. 2012. Print.

Phobs, Mongolian Sketchdump. 2016. Print.

Phobs. Genghis’ Sons Sketch. 2013. Print.

Phobs. Evgeny’s Past Life. 2011. Print.

Phobs. New ID Thing. 2012. Print.