The animation was done in 3DS Max which comes with three different animation/rig systems - Biped, CAT and the native Max Bones. Each system has its own set of strengths, weaknesses and idiosyncrasies, but all of them can be modified and appended pretty extensively to suit a broad range of complexity levels in animation. (For the dragons, we’re using Biped…even though the dragons aren’t bipeds).
Autodesk’s 3DS Max and Maya are still the game industry standards, I believe. Blender works in a roughly similar way. It’s worth checking out because it’s free, but it’s also open source, so its UI is what you might call a hot mess. I hear it has improved somewhat in recent years, though. Cinema 4D and Lightwave are pretty widely used as well and are on a somewhat more affordable tier than Max and Maya. Modo has recently been ramping up with an animation system too.
I’m sure I’m forgetting a few, but the important thing is to get your hands on something and start learning. The interfaces and jargon differ between every piece of software, and switching from one to another will require some adjusting, but the same animation principles apply. As with many other art forms, if you become a skilled 3D animator in one program, your fundamental knowledge is transferable.
An example of some dragon design, rigging and animation I worked on, the topmost image showing the underlying animation skeleton. Most game characters have a series of short animations like this that, when wired together in the game engine, can repeat, partially randomize, blend and play in certain sequences to create complex behaviors.
This is originally from a little article the team posted about building characters.
A colleague of mine is live streaming some 3d sculpting right now. He’s quite good, teaches classes about this stuff at local universities and is available in the chat to answer questions.
Figured I’d share this here in case any of you are interested in ZBrush or 3D game art in general.
Stream over for tonight. We’ll be back with more streaming and live Q&A tomorrow.
Mostly some early stage dragon concepts, again for Dragons of Elanthia. The winged tiger thing might look familiar (I posted it here a while back). We decided to go ahead and make him a playable dragon. I’ve just started sculpting him out in 3D.
Kickstarter for this game going on over here.
…aand I’ll stop spamming dragons all over the place now.
Dragons of Elanthia
Dorgons! I mean dragons! Making them is my job right now - mostly in 3D, but this is some of the 2D art I’ve been doing too.
The game these critters belong to is well into development already and everyone working on it is hugely excited about it. We had a very positive reception at PAX and we’ve just now launched a Kickstarter to help fund production so that we can release the best game we can possibly make.
If flying through the skies while incinerating, disintegrating, lacerating, detonating and otherwise mangling your friends with your very own dragon sounds like fun, please do give the Dragons of Elanthia Kickstarter a look!
Imgur, meet Wookie. You are her best last hope.
Her abusive ex owner threw a toy out a third story window and she jumped out after it. Now her right leg is paralyzed.
She’s not that bright. But she is very loving.
Her foster home can’t keep her much longer.
I dog sat her last weekend and she was AWESOME.
Philly area people: Please check out the link at petfinder. She REALLY deserves a good home
holy shit i want this dog i wish i lived in philly ;~;
Sorry. Trying to keep this blog art-pertinent, but now and then there’s a thing I can’t not reblog.
I felt a little embarrassed subjecting Freckle and Miss Ivy to my blotchy linework and drab, flat coloring, especially considering the kind of Delacroix-meets-film-noir treatment to which they are accustomed, so I hope they didn’t mind slumming it for a while.
These two fine felines belong, of course, to the marvelous Tracy J. Butler.
Ha! - Freckle’s expression. I’m flailing over here.
Also, hugely honored. I have such a crush on Tanglefoot art.