
Eliascarpe КАК НАУЧИТЬСЯ РИСОВАТЬ. САМОСТОЯТЕЛЬНО.ПУТЬ К ИСКУССТВУ Scurvie's Disney Blog! Visual Development from Mary Poppins (Source: disneyconceptsandstuff, via iidontwanttogrowup) myknightofflowers: Disney Concept Art: Favourite Couple [1/3]: Taran and Eilonwy - The Black Cauldron King Triton character sketches by Andreas Deja (Source: scurviesdisneyblog) Storyboards from Beauty and the Beast by Glen Keane (Source: disneyconceptsandstuff, via iidontwanttogrowup) Storyboards from Mulan by Chris Sanders (Source: disneyconceptsandstuff, via iidontwanttogrowup) Early character designs for Hercules The Little Mermaid “Under The Sea” Storyboard Lady and the Tramp (1955) concept art by Eyvind Earle (Source: animatedli) animationtidbits: Paperman - Model Sheets (x) (via elsathesassysnowqueen) Model Sheets from Lilo & Stitch by Andreas Deja (Source: disneyconceptsandstuff, via animatedawesome) stevethompson-art: 20 years ago when I first started working at Disney, Pocahontas was the first character I ever officially worked on. (via animatedawesome) thedisneyseries: By Andreas Deja Back to top
Animation Pixar's technical development team recently unveiled a new set of tools to offer CG animation the potential of a more painterly look. The idea is to give art directors more stylistic options, so that they're not always stuck with the hard plastic look that tends to come by default in CG animation software. The new process begins by having a stylist hand-paint a few keyframes. The tools then extend the style of those keyframes throughout the whole sequence, keeping the strokes and textures stable. The initial demo that they showed gives the feeling that the painterly style is just stuck on the surface of smooth digital animation, and it's been criticized for that reason. In order to make the style seem more organic, it might help to introduce some randomness into the timing and the arcs of the animation, or perhaps even to use a completely different technique for rigging and animation, perhaps with a waldo armature, like the DID (Digital Input Device) developed by Phil Tippett.
the funkship - illustrateur MONSIEUR LE CHIEN RYAN LANG PORTFOLIO Joel Mongeon|Cloth Presentation Part of my job as Senior Artist at Microsoft Games Studios is to investigate new and innovative tools and techniques to share with our partners. This whitepaper was written as an introductory guide to Marvelous Designer, a clothing design and simulation tool. Documentation, tools and pipeline examples for Next Gen Clothing Foreword The documentation bellow will introduce a new DCC application called Marvelous Designer www.marvelousdesigner.com . Intro to Marvelous Designer Default interface Marvelous Designer is a DCC application for designing and building 3D clothing. General workflow To begin you will use the pattern creation tools to draw your pattern in the 2D view. Pattern creation Once the pattern is complete you will use the sewing tools to sew pattern edges together. Pattern sewing With the 2D pattern complete and sewn it is time to arrange the pattern pieces in the 3D viewport so that the patterns properly drape after simulation. Pattern arranging Pins and interaction Presets Resolution
AnimationResources - ressources et référence animation, illustration, BD Denis Bodart