14 March 2025

Animation Project: Masque of the Red Death - Prospero

 

This was a bear to do, The coat is not from the plugin I used to make the characters I spent 30 hours trying to attach it so it would animate with the figure. In the end... there is a way to do in the plugin itself which takes 1 minute. God damn it! At least I know about this feature and use it in future. It needed mnor tweaks after it was done but that is often the case. 

04 March 2025

Animation Project: Masque of the Red Death

 


Male party guest. This was done with the Humgen plugin and a medieval shirt I bought to speed up the process of making all the models. Adding the shirt to the plugin model was challenging but I figured it out.  My plan is to make and rig maybe 10 guests and then "fake" the rest with illustrations for the people in the background. I can only render so many characters at once so I have to be prudent with them. I think I will try Prospero next as he is one of two characters that actually do anything and I already made the robed figure. Doing all this will make future projects much easier to set up. 

21 February 2025

Animation Project: Masque of the Red Death



 The robed figure. Already rigged for movement, though the eyes will need better control. I haven't gone much further with this lately. I haven't had the energy to figure out what needs to come next. 


14 February 2025

Animation project: Remaking a Cinema 4D character in Blender. Charles Webster Billingsworth the 3rd

 


About 36 hours into this but it's very close to being done and could actually be used now if I had to. I saved some of the characters I made as just geometry I could import into Blender so I could reuse them, hopefully. I figured it might get me faster to the point I was at in Cinema 4D skill wise with Blender. Charles is someone I want to use again, I had a lot of fun with Mike Luce making his series. He was very fluid and stretchy and I think I can get working again. 

The eyelids have been the biggest challenge, I had a plugin in the old software that set up eyes and lids and a control panel for them with a click. This time I have to use geometry nodes and set it all up manually. I have that all work except the control panel. There were issues separating the top and bottom beak as well. I would like to ad short fur but not sure how to go about that yet and finally, I use saved poses like for fists, eye blinks and facial expressions so they don't need to be done from scratch each time and I hope to start that today. 

The rigging plugin I got for Blender (Auto-rig Pro) is pretty sweet and saves me so much time, the learning it has not been terrible even for a bear of little brain like me. It has some features that were a pain to do before even on character like this which is basically a human like bode with a giant beak! 

I have a few more old characters to revive and that should teach me a lot. 

04 February 2025

Documentary: Tobias Allen - Why I Paint This way (2001 restoration)

 In 2001 I films a short documentary about (then) local Boston artist Tobias Blaine Allen.  It was edited in iMovie which was amazing at the time. I looked at it online recently and it looked TERRIBLE. 240p was fine on You Tube when it was uploaded and its unwatchable now. 

Today I found a better copy but still low resolution on my hard drive and upscaled it to HD. Then I brought it into Final Cut Pro and did some colour correction and audio fixes. Sadly, there are no copies of the images of the art in the film to replace those in the doc so I exported the worst of them as images and did my best to make them look nicer. They still don't look great, or ever did, they were shot with an early 1.5 megapixel Sony digital camera. 

The process took about 7 hours to complete the 1 minute film and now it's HD and looks and sounds much better. Hopefully Toby with think so! I will delete the older film so no one has to see how bad it looked on modern devices. 

24 January 2025

Animation Project: Masque of the Red Death


 I have started preproduction for "Masque of the Red Death" based on the story by Edgar Allen Poe. This has some new challenges for me such as there needs to be many more characters in some shots than usual. I keep it to three as a rule to not overtax my computer but since switching to Blender and having my MAC in 10 processor i9 with a good graphics card I feel I can push farther. For the crowd scenes I might use 2D characters for the background and have several 3D ones who can have more movement. I was hoping I could find some free or cheap medieval costumes but not much much so far. I will have to wing it. 

This image is the opening shot after the title sequence and when the narration will begin. It took a few weeks to design and put together despite using some great plugins to lessen the work load. HunGen for the bodies, Fire_fx for the bonfire, Auto building for the houses and castle, Alt tab easy fog 2 for the atmosphere, and Fauna sketcher to ad crows in the sky and flies (not visible in this shot, for the bodies. The fog rolls forward and the trees have a slight breeze blowing them. Depending on how the narration works out this could be several shots or one longer tracking shot. This is straight from Blender so there will be some colour grading etc in post eventually. 

One big challenge, other than my dumb debutant Blender mistakes, was placing the flickering light for the bonfire. making was easy enough but when I placed it in the bonfire it wasn't visible and the render time went up 4 times! I am using Eeevee to render as I did with my first Blender short "the Hound" as its pretty good now and getting better but also fast. This shot takes 30 seconds to render (with the light issue 20 minutes!)

Next step is the model the interior castle rooms where the story takes place. it's 7 rooms, identical save the last one but in different colours. I will need to learn to making some blood effects for this one and continue to work on getting better performances from my characters. Hopefully I can get together with the voice actor for the narration sooner than later as not having it slows down production. 

This was a suggestion from some people and I assumed the story was beyond my skills for years but I think I might succeed now and upon writing the script I realized it was not as long as I thought and got some good ideas on how to economize the plot to fit a short animated film. 

10 January 2025

Poster: Earth VS the Flying Saucers


(Image was updated after getting some feedback)
 
Another in my sci-fi series of posters done with affinity designer and publisher. I watched it the other night and thought it would be a quick and simple project and it was. The saucers are pretty basic and the alien didn't have much detail. 

08 January 2025

Animation: The Paranormal Challenge" Cesare the Somambulist


I got very sick recently so I couldn’t put too much more effort into this. As it’s a test to learn more Blender animation skills I would say it was a big help in seeing more that I need to know and will lead me to try some new things in future projects.

Outstanding issues:

  • My first Blender animation (The Houund) was something I was very happy with, this one less so. I used Cycles to render over eevee because eevee was crashing my computer and it slowed things down a lot.
  • I need much better facial controls I think I know how to get what I want using shape keys next time out
  • I am no where near as comfortable with the Blender timeline and keyframe features as i was in Cinema 4D. It will be a challenge to get where i was before switching.
  • I need to get a better handle on Blender lighting
Things I got a better hold on:

  • Lip syncing, not there yet but i can see how to get there now
  • Grouping and moving collections as one. Not happy with this really but I understand the limitations better.
  • Planes with images using alpha channels. I had no idea how to do this in Blender and it’s working now so that is a big plus.

A second episode I am planning is a visit from Alistair Crowley who insists he is invisible. 

03 January 2025

Illustration: Trinity Church reflected on Hancock Building

 


This was a longer term project... over 6 weeks. I am not sure how many hours but it was 40-50 maybe. I didn't realize until this was done that is part of a series of 3, really 5 that started in 1989. I original took a black and white photo of the reflection and then years later used it for a pen and ink drawing. In the drawing the reflected parts were all done with stipple work. I gave that drawing away. something I regret since I gave it to someone I no longer have any contact with. I don't even have a photo or photocopy of that drawing. Then I did a drawing of a crane reflected on the Hancock which was fast and easy. That encouraged me to to try a large one of the old John Hancock reflected in the new one. Then I sort of forgot I did all that until I came across the original photo and decided I should maybe redraw that illustration for myself. On a visit to Boston I took all new reference photos and then... forgot about it again! Finally I started but instead of a pen and ink I went full colour. 

This has about 20 layers, the window frames are on one, the interior lights we can see through the reflection are on another and then a couple for the sky etc. When It can time to paint the church I went window by window. Since each panel had 3-6 layers I had to merge them down as I went or maybe crash the iPad with literally 1000s of layers open. I would draw for a few hours and then look at the illustration overall and see I still have something like 87 window panes to do. I kept pugging away until finally it was done. 

Below is a closeup of the part of the drawing. A both complimentary and frustrating part of doing something like this is when I send it to anyone they think it's a photograph because they are almost always looking at it on a phone and never realize the work that went into it. The other image is the original 89 photograph. I could not get the exact angle matched up because there is a lot more stuff going on there now and that angle just wasn't available and other things were blocking the view. 



02 January 2025

Games: Myst V: End of Ages (2005) developed by Cyan Worlds


 The end of the Myst series of games that moved from various versions of point and click to to full 3D navigation and replaced inserted actors with 3D characters. As far as the story goes its not complicated and I thought it made sense as it showed the negative effect that "writing worlds" had in the inhabitants of those worlds and what is the responsibility of those who create "ages". Visually, though not as dense and beautiful as previous games, it still have that Myst look though for games that, to me, hinge on exploration of created places it was lacking in details that expanded the places visited beyond story needs. I am not a fan of the computer generated characters, they were distracting looking and it's something cyan has not been able to really get a handle on. Their latest game Firmament suffered from many of the same issues, including FAR too much dialog and interruptions by characters into the game play. Their "comeback game" Obduction was much better, lots ot look at and discover even the game was done and used real actors in the character roles. 

The game relies, as did Myst 4 on too many confusing circular pathways, constantly going back and forth to do one simple thing to progress. Maybe people like that, I don't. Many of the ages in this game are good looking but i tink were limited by the free roaming aspect. Earlier games you could get into smaller spaces  and they had a lot more details for each age. 

Did I enjoy it. Sure it was fine. I am Myst'd out for the moment. I still have Uru to do which is the first time I will be playing it through as it was not available on Mac when it was an internet game. Because of it's early internet origins the graphics look pretty bad and the story seems to be a hodgepodge of stuff not used from other Myst games. Maybe it will change my life. Likely, it won't. I am much more excited to start getting into No Man's Sky as it looks great and I think will scratch my explore places bug. It has a no conflict mode and I'm all for that.