A girl’s preparation for a first date gets a bit… weird. A short film written by Samantha Jayne http://samanthajayne.tv Directed by Arturo Perez Jr. http://arturoperez.com Libby: Samantha Jayne Molly: Justine Herron Director of Photography: Drew Daniels Associate Producer: Angela Chen Sound Recordist: Ian Wellman Gaffer: Casey J. Merritt Key Grip: Donavan Clark Hair & Makeup: Rebecca Abraham Editor: Arturo Perez Jr. Color: Ronen Pestes Sound Mix: Nathan Dubin
Graduation film from The Animation Workshop/VIA UC: Following his dog’s kidnapper through a relentlessly moving city, the warmhearted vagabond Dio discovers how far society has gone to keep up its pace. Facebook: https://www.facebook.com/pages/The-Animation-Workshop-Official-Page/10452541819 Tumblr: http://theanimationworkshop.tumblr.com/ Website: http://www.animwork.dk/en/ “Vagabond” was made by a team of third year Character Animation and CG Arts students at The Animation Workshop in Viborg, Denmark. Check out the individual students’ blogs at the links below to learn more about the talent behind the film! CREDITS Director, animator, editor, compositor, sound designer – Pedro Ivo Carvalho, http://pivosilva.blogspot.dk/ Production manager, background painter, compositor – Anne Sigismund, http://annesigismund.blogspot.dk/ Animation lead, pipeline supervisor, storyboard artist – Christoffer Kramme, http://christoffer-kramme.blogspot.dk/ Co-art director, technical director, animator, compositor, sound designer – Roland Seer, http://ww.rolandseer.wordpress.com/ Co-art director, animator, character designer, storyboard artist – Maria Henriksen, http://maria-henriksen.blogspot.dk/ Storyboard lead, character layout, character designer – Talía Bordallo, http://taliabordallomico.blogspot.dk/ Concept art, background lead – Høgni Mohr, http://www.hogniportfolio.blogspot.dk/ Concept art, Character designer, background painter, compositor – Simon Halberg, http://hekse-fedtt.tumblr.com/
Rafael Castro : Ciúme
Posted in: Animation
“Ciúme” (“Jealousy”) is the first single from the album “Um Chopp E Um Sundae” (2015) by Brazilian composer Rafael Castro. He asked me to create the tales of this cute couple and their obsessive bloodthirsty ways of loving each other. Direction : Daniel Bruson Animation, Compositing, Editing : Daniel Bruson Screenplay : Daniel Bruson and Rafael Castro Actors : Fabiano Boldo, Filipe Franco, Lucas Ronsani and Rafael Castro. Live Action Shooting Direction : Filipe Franco and José Menezes Art Direction : Thany Sanches Makeup : Paula Vidal Production : Bruno Alfano Production Assistance : Juka Tavares Screenplay and Consultancy: Daniel Bruson Thanks to Talita Annunciato, Alexandre Paschoalini, Lucas Ronsani, Fernando Tubarão and Flora Miguel. Download the album “Um Chopp E Um Sundae” at http://rafaelcastro.com.br Like it on Facebook at https://www.facebook.com/rafaelcastrooficial See more of my work at www.dogday.tv Brazil, 2015
Palmera Express
Posted in: Animation
Vissla presents Palmera Express A short film by Eddie Obrand “They rode the cool Northeast trade winds across an ocean to The Island. They ended up in the bed of a plantation-green pickup truck, with a mad tour guide behind the wheel, and thrashing palmeras blowing above them. They rode stubby fishes and sleek shortboards through lurching, spitting sapphire surf. Each guy had a story, from the gonzo writer to the gypsy traveler. It was there on The Island where these eclectic friends converged one extraordinary winter to explore these foreign waters and revel in this dreamy island life… All aboard the Palmera Express.”
Want to see more? Please share with your friends to support the feature film version. This is a proof-of-concept short for a feature film adaptation of the award-winning novel THE BOY WHO COULDN’T SLEEP AND NEVER HAD TO. Director Dan Eckman (“Community,” “Mystery Team,” DERRICK comedy) and his frequent collaborators Meggie McFadden and DC Pierson are adapting from Pierson’s original novel. The filmmakers are actively seeking financing for the feature film version. THE BOY WHO COULDN’T SLEEP AND NEVER HAD TO is a coming-of-age sci-fi adventure in the tradition of “Back To The Future,” with classic teen-movie themes like friendship, first love, and betrayal playing out on a superhuman scale. Darren, a high school outcast whose only refuge is his homemade comic book, gets launched into an adventure way cooler than anything he could dream up when he discovers his best friend has no biological need for sleep and can bring their dreams into reality. Composed of equal parts action, humor, and heart, this story of a comic book fan who finds himself in a real-life superhero movie will make audiences believe that anything is possible. Dan, Meggie, and DC are repped by their lawyer Lev Ginsburg at Ginsburg Daniels LLP. Inquiries can also be directed to whocouldntsleep@gmail.com. Follow the project on Twitter & Instagram: @whocouldntsleep
Wed 25th Feb 2015 | News
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Autodesk Memento, previously available as an Autodesk Labs technology preview, is now available as a free public beta. Memento is an end-to-end solution for converting any reality capture input (such as photos or scans) into 3D in the form of high quality models. This 3D mesh can be cleaned up, fixed, compared over time and optimized for further digital use, for physical fabrication methods like 3D printing and for 3D interactive experiences on the Web — it is an all-in-one single app made from scratch specifically for new reality computing workflows.
Far from being a “geeks only” tool, Memento is powerful (it can handle 2+billion polygon meshes) with unprecedented ease of use. No CAD (computer-aided design) expertise is required, thus making Reality Computing accessible to a wide audience of new users who can leverage these new technological capabilities. The ability to effortlessly create high definition 3D from reality opens the door to exciting possibilities across a variety of industries:
Visual effects artists and game designers in the Media & Entertainment field can use Memento to easily turn physical objects into digital assets that can be used in films and games.
Artists & sculptors can reimagine their existing works by making a digital copy of the work to showcase it online or to physically fabricate a new version in a different material or at a different scale.
Museums can create digital archives of their collections and offer visitors online interactive experiences via the web. This approach has allowed the Smithsonian to create a highly engaging online experience called the Smithsonian X 3d .
Scientists can extend their research, educate in novel ways and can make the fruits of their research accessible to and educate the public. Louise Leakey, for example, digitizes the fossils they’ve excavated and makes them available at AfricanFossils.org. Similarly, the non-profit organization The Hydrous makes 3D models of coral reefs from around the world to document the health of the corals and track how they are changing over time.
Art & Antique dealers can create realistic 3D representations of their wares and present them online, helping them reach a wider audience.
Makers & producers of handmade objects — everything from jewelry and clothing, to hand made furniture, toys and custom accessories — can better represent their goods on online marketplaces like Amazon and Etsy, giving them a competitive advantage.
Designers of any kind can use captured reality as inspiration or to start a new design or to create customized products such UNYQ who makes custom prosthetic covers.
The beta release of Memento includes a new web site with links to learning material and use cases, and soon will open a 3D Online Gallery that allows 3D digitized models to be viewed and shared interactively online, FBX export with cameras (that allows digital artists to better control the texture of the digitized models), view of the photo camera positions in 3D space, more robust photo processing capabilities and more.
Beta users will experience Memento first as a cloud-connected desktop app that will initially be available on the Windows platform, followed by a Mac version later in the quarter, followed by interactive 3D publishing on the Web soon after.
Mixamo Announces Mixamo 2.0
Posted in: AnimationWed 25th Feb 2015 | News
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Today, Mixamo, Inc announced that it will be releasing a new version of its online animation service in March 2015. Called “Mixamo 2.0”, the new version includes updates to the user interface and user experience that make finding, creating, organizing, sharing and purchasing Mixamo’s 3D character assets and animations much easier. Current users will receive a notification when Mixamo 2.0 launches. New users who want to be notified will need to sign up for a new account at www.mixamo.com/signup. Mixamo 2.0 will be on display in Mixamo’s booth at GDC 2015 (booth 310).
New Mixamo 2 Feature List
Streamlined User Experience – Users can now animate their 3D characters with a faster and more straightforward workflow. For example, users will be able to access the animation editing features from more screens, including the search results page.
Improved Search Capabilities – A faster, more accurate search function helps artists find what they’re looking for in seconds. In addition, search results will deliver more options, such as characters, animation packs, and individual animations together.
Expanded Animation Packs – Mixamo 2.0 adds 20 new animation packs spanning different game genres/activities. Every set is also fully customizable.
WebGL Viewer – The new WebGL Viewer was developed in collaboration with Verold for 10x faster browsing of characters and animations. Now artists will be able to search and modify assets on their desktop and mobile browsers, with no plugin required.
Bulk Download – Users can now organize and download multiple animations at once, which speeds up the work process of creating characters going through a number of different movements.
Increased User Feedback – Artists can now “favorite” characters and animations and share them with their team for review.
Lexus Make Some Noise
Posted in: AnimationLexus used the 2015 Super Bowl game to run “Make Some Noise”, a commercial introducing the NX Turbo and hybrid. Set in a parking building, “Make Some Noise” brings together drivers and dancers, with a soundtrack inspired by NX-generated sounds, including the beep from the car unlocking, the sunroof opening and the engine revving. The voiceover: ““Go beyond utility: introducing the Lexus first-ever NX Turbo and Hybrid from Lexus. Be seen. Be heard. Make some noise.”
Credits
The Lexus Make Some Noise campaign was developed at Walton Isaacson by creative director Cenon Advincula, copywriter Colin Costello, art director Cenon Advincula, music supervisor Andrew Logan, producer Shauna Williams and group account director Ayiko Broyard.
Filming was shot by director Dave Meyers via Radical Media with executive producer Jim Bouvet, producer Scott Cunningham and director of photography Christopher Probst.
Editor was Adam Pertofsky at Rock Paper Scissors with executive producers Angela Dorian and Dave Sellars, producer Shada Shariatzadeh and assistant editor Majorie Sacks.
Post production was done at Method Studios by lead Flame artist Claus Hansen, executive producer Robert Owens and producer Stephanie Allis.
Colorist was Dave Hussey at Company 3.
Music and sound design were produced at Kismet Music Inc. by composers Andrew Logan and Pamela Reswick. Voiceover is by Blair Underwood. Sound and music were recorded at 48 Windows with sound engineer Eric Garcia.
NOAH Fine Art of Exterminating Rhinos
Posted in: AnimationNOAH Menschen für Tiere (NOAH People for Animals) is running a print advertising campaign raising awareness of rhinoceros slaughter. A rhino is shown with its two horns being whittled away to form miniature sculptures. “The fine art of exterminating an entire species. Rhinos have survived predators, climate change and disease for 50 million years. But it’s Asia’s soaring demand for rhino horn that will doom them: every 14 hours a rhino is killed. Help us save the last rhinos.” Although most of the market in rhinoceros horn in Asia is linked to medicinal use, there is a growing market in rhino horn sculpture.
The rhino featured in the NOAH ad is “Mzima” at Berlin Zoo, photographed in black and white by Alexander von Reiswitz, the first photo from his series Zoogestalten. Here’s the original photograph along with the German version of the NOAH advertisement.
Credits
The NOAH Fine Art of Exterminating campaign was developed at Grabarz & Partner, Hamburg, by chief creative officer/copywriter Ralf Heuel, creative director/art director André Price, creative director/copywriter Jan-Florian Ege, art buyer Indra Hohns, account director Biljana Retzlik.
Photography was by Alexander von Reiswitz (represented by EXPOSE photographers).
Post production was done at GLOSS Postproduction and Lucie&Lisann by producer Christian Mai, graphic artist Yasemin Boyraz, retouchers Tommy Szewczuk and Edwin Immel, 3D artist and designer Christian Völkner.
Tue 24th Feb 2015, by Mike Hepburn | Peoplestudios
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In 2008, Cris de Lara moved from the sunny shores of Brazil to the chilly mountains of Canada, to work as an art teacher at Niagara College. At around the same time, she opened up her own illustration studio to work for some big name companies, like Harley Davidson, Mattel, Marvel comics, Zenescope entertainment, DeNaCo (a Japanese game company), Idle Games, Present Creative and Fantasy Flight Games. Despite this constant flow of work for happy clients, Cris managed to find the time to pursue her true passion: painting Pin Ups. Now, her beautiful and unique style has become the main product coming out of her studio, with commissions coming in from all over the world.
Zenescope Cover – Grimm Fairy Tales # 105
CGSociety is privileged to have Cris as an instructor in her wonderful CGWorkshop, which is an action-packed 8 week, online digital art workshop that introduces students to what she calls “Pinupology” – the art of creating attractive, appealing pin-ups and “cheesecake girls’. In the course, Cris first takes students through the history of Pin Ups in the 20th and 21st century and closely examines key Pin Up masters and their work. Students will look at some of the most famous Pin Up girls, and how they are incorporated today in advertising, comics and games. They’ll look at Cartoon and Vintage styles and how they affect the way a pin-up is presented. Students will get to paint their perfect Pin Up. For their final project, Cris will help students choose a style and paint their Pin-up from top to toe (literally!)
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You have a unique style, how did that develop?
I think that my style comes from constantly searching for new elements and effects that can make my Pin Ups more attractive, more interesting, beautiful and, importantly, with a story to tell to the audience.
Are you working on something now that you can tell us about?
Yes, I’m working on my art book, which should be released by next year. My licensing contract businesses for my pinups characters are growing more than I was expected! And, I’m also working with comic books; other projects in which I’m working for are protected by NDAs. Therefore I can’t say anything really, but what I can say about it is that it involves games and I’m super happy about it!
Sounds great Cris, keep us in the loop!
How do you stay motivated and deal with dreaded art block?
Art block – yes, it happens! What I do is keep my energy and focus in the right direction, and I also avoid getting lost or anxious by writing lists. I do lists for everything that I want to create, develop, read and study. I stick these lists in front of me and refer to them.
For example, I have lists about websites or videos which contain my favourite references. Comics, games, fantasy art, my favourite Pin Ups artists, music and everything that can feed my inspiration. But what really inspires me to create something new is my personal library at home. During many years I’ve have been collecting many books and magazines about fantasy, fashion, movies, animals, weapons, cars, art and many different things that can get my attention. With all of that I can always get new ideas and in the end. But be careful, there is so much inspiration that you might not have time to draw and paint. LOL!
What is one secret technical tip that you can give us?
With Pin-Ups, make her eyes actually talk! I know that many people think that a beautiful body is subject enough to label a naked girl as a “Pin Ups”. But in my opinion a Pin Up girl is much, much more than a beautiful body. A real Pin Up must transmit several messages to the viewer. She must have a great expression that can get the attention of the viewer and help him to understand what she is doing or feeling at the scene. She must tell a story.
What do you cover in your CGWorkshop?
My workshop covers the studies of anatomy, facial expressions, body language, costumes and stereotypes related directly to the Pin Ups universe. At the end of the course the student will create his/her own full Pin Up girl for a promotional Art Piece.
As well as careful and thorough studies of anatomy for digital painters, I haves created videos on what kind of expression and style a pin-up traditionally exudes, and how learning about acting can help convey this. Students will learn about clothing styles and why they are so important to getting a Pin Up right. Students will also work on difficult-to-master areas like hair and skin textures.
All the while students will receive feedback and paint-overs from me, and the enthusiastic support of your classmates via the class forum.
Related links
Cris’ CGWorkshop: Painting Perfect Pinups and Cheesecake Girls