animated


:era
2001-20xx

:progression
9 materials

national museum of ethnology leiden


:produced
2002

:production time frame
4 days

:software
alias|wavefront maya 4.0

gallery 
The actual project description was to make research and redesign the portal of this museam. The sky was the limit so the most outragous design was possible. The project was assigned to 6 students. The first step was to visit and see the portal. From the visit and photo's a problem list was made. With the problem list as input a proposal design was made.

The main problem was the direction given to go from the gate portal to the actual museum entrance. We solved this with some kind of an open tube design. The open design got extra strenght when we took the in-house design to the garden. In the museum a lot of glass was used in show-cases.

My part in this project was designing the design and build it in an 3D enviroment. Not a lot of time was given to build the entrance in 3D, due to late design decission. Because this was my first official 3d CG animation, I wanted to put down a good and presentable work. My own decission was to keep the museum it self in white and the tube colored. The reason was that the tube itself was more important then the enviroment like the building. Buildings were build without any blueprint. All references were acquired from photo's taken at the actual place.

calavera


:produced
2002

:production time frame
spread over 4 months

:software
alias|wavefront maya 4.0
adobe illustrator 9
adobe photoshop 6.0

gallery 
When started this project there was no school assignment setting any deadline. I started this project as an experiment. As a stating 3D animator I have to start somewhere. This animation would be my first character rigging and animation.

The design of the character was taken from the famous Mexican Dead Festival kid toy Calavera. The base was the skeleton and I added the volume of some body parts. The idea was to keep the model simple so I could start rigging as soon as possible. Because this is my first character that 'soon' started to be a long way. Underway I learned new modeling techniques and rules to model a correct 3D character model.
Texturing was partly procedural shader (skin) and partly bitmap texturng (skin marks). The bitmap was first created in Adobe Illustrator to give me freedom to change the shapes. Then the shapes were imported in Adobe Photoshop to create bumpmap, alpha channel and the displacement map.

When the end of the year approached this project turned into an school assignment. For the 3D Animation class the assignment was to build a chracter and animate it. Well, that's what I did...

clockwork egg


:produced
2002

:production time frame
6 weeks

:software
alias|wavefront maya 4.0
adobe premiere 6

gallery 
Originally this was a traditional animation assignment. Students were allowed to use any technique. Because of the short available time I decided to use 3D CG. The assignment was to build and animate a fantasy machine wich has all kinds of mechanical movements.

To come with a silly machine I came up with a cook timer. It was timed to start boiling the water and cook an egg. To setup an enviroment I came up with an table wich actually the timer.
I used polygon and NURBS modelling to build the whole 3D world. All textures are procedural shaders. To capture moves of the 'machine' I used for camera's. To win time the video editing the camera's were 'keyframed' in scenes. Enhanced video editing, titling and speed adjustments were made in Adobe Premiere to complete the animation.

fruitcity


:produced
2002

:production time frame
4 weeks

:software
alias|wavefront maya 4.0
adobe photoshop 6.0

gallery 
The Fruitcity project was originally executed by Barbara Janssen. She is a fellow student on the Willem de Kooning Academy. With some kind of competition she won, she was able to show her project in a museum in Rotterdam. To show her work she wanted to display it in 3D CG animation. She asked 6 3D students and the local Maya class admin to help her visualize her project.
Fruitcity is the result of long research of structure, color and material used in architecture. Using fruit and vegetable shaped as buildings was the start of visualising the city. Barbara took the city central of Rotterdam and transformed all the famous buildings in giant size fruit and vegetable.

My piece of the action were 5 buildings located at the Coolsingle in Rotterdam. 4 of those buildings were displayed as fruit or vegetable. The other building was modeled as a grey but recognizable. I have modeled the ABN*AMRO Bank, ABN*AMRO towers, a small gift shop, the Beurstraverse AKA Koopgoot and the office tower Coolse Port.
Everything were build polygon geometry and most of textures were procedural shaders. Except for some complex color structures the fruit was scanned, fold out and color corrected in Adobe photoshop to get a seamless texture.

midnight ninja


:produced
2003

:production time frame
3 weeks

:software
alias|wavefront maya 4.5
adobe photoshop 7.0

gallery 
First assignment of the second Animation class of the third year, second semester. Idea was to make a collage of images for the enviroment. Use the collage on such way that the lead character will interact with it.

I wanted to build a skyline of houses with a style/technique I never explorered before, cut-out animation. All images were found on the internet. With Photoshop I did some color correction and it like they were cut out of a magazine. In Maya I simulated the cut out technique in a 3D enviroment.
Due to the short time frame I used an old model and transformed it into a ninja. This ninja is jumping around on the roofs of the houses. Because of the short development time and length of the animation this project is an experimental flic. Concentrated on plane texturing and animating speed.

skies above


:produced
2003

:production time frame
8 months

:software
alias|wavefront maya 4.5
adobe photoshop 7.0
adobe illustrator 10
adobe premiere 6
eyeon digital fusion 4

gallery 
The most ambitious and biggest 'finished' project I have worked on at this moment, august 6th 2003. It was also my first team-up project in a 3D animation assignment. My partner in crime was Edwin poot. His specialty is modeling and rigging. Preparation and design started way back in december 2002. The idea was bigger then the final result. The reason to cancel and change scenes and shots is because new animation classes were scheduled.

The design phase started with writing down the idea and then producing a lot of concept art. With both agreement the modeling started. Simultanious I did the shading and lighting research. We wanted to develop a non-photorealistic shader wich also had painting characteristics. The time of the animation was set during sunset, experiments were done to achieve realistic sun lighting.

After the shots were animated and rendered in layers I brought all the material into Digital Fusion. With this software I composite all the layers, edit the length of the shots, performed color correction and added film grain per shot. I did this with some help from Rudy Massar. In premiere I have put all the shots together. Although it's basically finished, one shot has to be re-rendered.


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