Luzerner Fest 2018
29. & 30. JUNI 2018
My class (1st year animation) put together the visuals of for the light projection show! After the festival, I will be posting the sequence I did.
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Misplaced Lens Cap

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Keni
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One Nice Bug Per Day
YOU ARE THE REASON

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izzy's playlists!
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oozey mess

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@jcarterani
Luzerner Fest 2018
29. & 30. JUNI 2018
My class (1st year animation) put together the visuals of for the light projection show! After the festival, I will be posting the sequence I did.
A compilation of 3D Animation from my Walking and Waiting CG module in HSLU D&K.
AND I GOT INTO LUMAA :DÂ https://lumaa.ch/
Music: Yuku - Yukowla https://soundcloud.com/yukumusique
Stickers! This is a sticker I made for the Hochschule Luzern Design und Kunst stand in Fantasy Basel 2018. I gave a workshop on CGI (3D animation) and TVPaint (2D Animation). I love the enthusiasm of the younger event goers.Â
The character is from my 3D model, Dragon Girl, but I translated her into a traditional 2D animation key frame for the sticker.
Read about the event (in German):Â https://animation-luzern.ch/2018/05/14/im-koop-modus-an-der-fantasy-basel-2018/
Here I am (floor) with my classmates and their friends!
https://vimeo.com/267607496 by Animation HSLU
Made during the "Applied Animation" course from 2nd BA year for Cartoon Network, Germany.
By Samuel Brunner, Befrin ĂzgĂŒr, Nadja Schöpfer and Liam Carter. Full Creditlist here: wiki.animation-luzern.ch/index.php?title=2018_Showdown Read the course description (German): wiki.animation-luzern.ch/index.php?title=DK.AN200.15
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Iâm currently in my 1st year for my BA. I helped work on the sound design together with our amazing Sound Design professor, Thomas Gassmann.
Some behind the scenes content:Â https://www.artstation.com/artwork/oN1GO
At this point, I'm done topologizing her hair, created normal maps, UV unwrapped everything, and have started to texture paint. I sculpted each scale before baking them into a normal map. For the base colors, I did them in Blender and continued the finer details in Photoshop. I had a few bumps along the road such as inverted normals or artifacts in the textures, but everything came together in the end.
Now for rigging, etc.
Topology: BlenderÂ
I added details to her lashes and brows. The details around her face intend to bring attention to her eyes. Her body is one large mesh, which includes the horns and tail. In the end, only her eyes (left and right), teeth (top and bottom), tongue, brows (left and right), and hair (top and bottom) are separate. Her hair consists of multiple meshes that then became one large object. I assigned temporary colors to certain faces in the mesh so I can get a better idea of how the end result would look like. I ended up bringing her eyes closer together.
I wanted to see what she would look like if she had a blue scheme.Â
Topology: Blender
Rather than using the ZRemesher in ZBrush, I retopologized my character in Blender by hand. I wanted to learn how to do proper topology from scratch first before using the ZRemesher. Since this is my first time, there are some mistakes such as too much loops on the breast. By doing the topology by hand, Iâve learned a lot and know how to avoid them in future models. The last two images has the Subdivision Surface Modifier applied.
Sculpting: Blender and ZBrush
I did the basics of the face and body in Blender and fine tuned the details in ZBrush. The resulting sculpt are the first two images. I wanted to accent certain muscles around the chest and arms and keep the legs relatively smooth. Her tail is 1.5x the length shown.Â
Reference Images for Ortho View: I didnât do one for the back as there is no significant difference from the front. The image on the very right is half for fun and half to help me know how to mold the muscles around her.
Color Schemes: I experimented with different color schemes to see which fits her best. I keep going back to a velvety red for her main color as she was intended to be a fire/lava based dragon.Â
Final Design: I added shapes around the bases of joints such as the base of the neck, shoulders, and hips. I added extensions on her knees and elbows in the 3d design.Â
This is my very first attempt at a 3D character! These were the first concepts I had of her. The character I had in mind was âdragon girlâ. I wasnât sure exactly what she was going to look like from the get go but I definitely saw her being mostly human with dragon features, short hair, with horns and a long tail.Â
Interview with Jacqueline Carter
Jacqueline Carter is a first Semester Animation Student at the HSLU, were she is currently working on a CG project. She was tasked to go through the process of designing and making a Character which she can animate. The Character she came up with is a hybrid between a human and a dragon. Until now she was able to make a character concept, sculpt the figure in Blender and ZBrush and topologize it. At the moment of our interview Jacqueline was worried though. Because her Laptop had crashed, which may mean that she lost a lot of her work.
Jacqueline chose to do CG instead of her normally preferred 2D animation, because itâs very current with upcoming technology. She was also very thankful for the inputs she got during her first semester CG introduction.
To minimize animating difficulties, she made her character not wear clothes, but have scales instead. This only brought up a different problem though, because now she has to work with Normal Mapping to get the detailed scales, but still have a lower poly model. Another two difficulties to animate will be the open hair and the tail.
But she will not let herself get scared off by these challenges!
You can find Jacuelines art on her Tumblr: @jcarterhslu
Lookie!
Julie Pelckmans Interview
Julie Pelckmans is an animation student in Hochschule Luzern - Design und Kunst (Lucerne School of Arts and Design). She recently finished her first semester. For the upcoming semester, she will specialize in Stopmotion.Â
A naive hen meets a pleasant surprise.Â
Other than the exercises we did in my CG Module class, this is my first CG animation. It's just the layout but I tried to do a bit more on certain parts. It contains five characters, one of which (the hen) has a simple rig. Each character has their own texture as well. This was the first time I made textures.
To help make the joke clearer, I may remove the scene featuring the chicks/balls bouncing around and cut directly to where they roll in under the mother hen.
"Lauf der Dinge" / "The Run of Things"
We had to do an exercise of animating objects interacting with other objects. Ideally, we make our own Rube Goldberg Machine. This allowed me to practice timing and the illusion of weight.
Ah, yes. The classic bouncing ball.Â
Now that I look at it, the ball seems to have a life of its own.
For my Art Skills class, we were assigned to make a character concept and sculpt that character out of monster clay. My character is an old lady, a leader, strong, and has a design relating to a bird. The bird chosen was a monkey eating eagle. The idea was that she had an animal spirit with her, which she can also ride (her bird acts like a horse for her to "ride into battle"). I wouldn't mind having more badass old ladies in modern media. She was inspired from Captain Georgiu (Star Trek: Discovery) and Ana Amari (Overwatch). She was sculpted out of monster clay. This is the first time I used the medium.
Our star chilling on set with his BFF.